Villager item count graphical bug
The bug
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
The reason
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) always disables depth before drawing the item count. This way it is always drawn "on top" of everything. The problem is that GUIs that extend GuiContainer always draw after the container itself is drawn. As the GuiContainer class also draws the item picked up with the mouse, the item count drawn by the villager GUI is on top of it.
This could (and maybe should) be solved by having the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) use like it is done for drawing the items use a z-level as well to determine the depth.
Linked Issues
is duplicated by4
Created Issue:
Villager item count graphical bug
Relates to:
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
(Probably these two arguments are just interchanged)
relates to
Relates to:
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
(Probably these two arguments are just interchanged)Relates to:
The bug
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
The reason
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) always disables depth before drawing the item count. This way it is always drawn "on top" of everything. The problem is that GUIs that extend GuiContainer always draw after the container itself is drawn. As the GuiContainer class also draws the item picked up with the mouse, the item count drawn by the villager GUI is on top of it.
This could (and mabye should) be solved by having the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) use like it is done for drawing the items use a z-level as well to determine the depth.
Relates to:
The bug
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
The reason
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) always disables depth before drawing the item count. This way it is always drawn "on top" of everything. The problem is that GUIs that extend GuiContainer always draw after the container itself is drawn. As the GuiContainer class also draws the item picked up with the mouse, the item count drawn by the villager GUI is on top of it.
This could (and mabye should) be solved by having the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) use like it is done for drawing the items use a z-level as well to determine the depth.
The bug
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
The reason
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) always disables depth before drawing the item count. This way it is always drawn "on top" of everything. The problem is that GUIs that extend GuiContainer always draw after the container itself is drawn. As the GuiContainer class also draws the item picked up with the mouse, the item count drawn by the villager GUI is on top of it.
This could (and mabye should) be solved by having the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) use like it is done for drawing the items use a z-level as well to determine the depth.The bug
When you move an item from your inventory in the trading menu of a villager to a spot where an item is displayed:
- The count of the displayed item gets displayed in front of your item
- The count of your item get displayed behind the displayed item
The reason
The following is based on a decompiled version of Minecraft 1.9 using MCP 9.24 beta.
The reason for this is that the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) always disables depth before drawing the item count. This way it is always drawn "on top" of everything. The problem is that GUIs that extend GuiContainer always draw after the container itself is drawn. As the GuiContainer class also draws the item picked up with the mouse, the item count drawn by the villager GUI is on top of it.
This could (and maybe should) be solved by having the method net.minecraft.client.renderer.RenderItem.renderItemOverlayIntoGUI(FontRenderer, ItemStack, int, int, String) use like it is done for drawing the items use a z-level as well to determine the depth.
is duplicated by
is duplicated by
relates to
Might relate to:
When having a potion effect active and then hovering over an item with a long name or lore the item description shows below the potion effect.
This makes not much sense as the potion effect gets constantly displayed while the item description is only visible when the user hovers over an item (so the item description has a higher priority).
Feel free to upload the screenshots that show the issue in the new UI to MC-80110.
Description:
Depth information and its changes are discarded when last item or item in second hand in hotbar has numbers(is plural).
Resource packs can change position of gui elements with shaders.
But when pack changes depth, this change gots unapplied int the above case.
Tried to change depth with moving z position in vertex shader (used in attached resource pack) and changing gl_FragDepth. Behavior is similar.
Steps to reproduce:
0.Start game, start world in survival mode.
1.Install resource pack from attachement.
2.Place one item in last and plural item in one of slots before. (second hand is empty)
∟2.1.See hearts layering way (it supposed to be layered from left to right in changed version)
3.Take plural item in second hand or exchange items in slots.
∟3.1.See new hearts layering way.
Expected behavior: layering doesn't change.
Observed behavior: layering changes from "left to right" to "right to left"(vanilla) way.
Possible related bugs:
MC-80110


Is this still an issue in the latest snapshot 16w44a? If so please update the affected versions.
This is an automated comment on any open or reopened issue with out-of-date affected versions.
Relates to
MC-145869Can partially reproduce in 1.17.1. The red line caused by discounts renders on top of the held item.
This issue was fixed in 19w41a, along with
MC-121942. The issue described by [Mod] ampolive is a different one.