FabricMC自定义字体渲染出现文字重影问题求助
自定义字体文字重影问题解决
问题根源
你的代码在每帧渲染HUD时都会调用generateTextRenderer(),生成全新的TextRenderer、FontStorage和字体实例。每帧重复加载字体纹理并渲染,多层叠加就会出现重影。
修复步骤
- 缓存TextRenderer实例:将
TextRenderer改为类的静态成员,只初始化一次,避免每帧重复创建。 - 调整初始化逻辑:确保字体资源只加载一次,复用已创建的渲染器。
修改后的代码
package turdz.daycounter.client; import com.google.gson.GsonBuilder; import com.google.gson.JsonArray; import com.google.gson.JsonObject; import com.mojang.blaze3d.systems.RenderSystem; import net.fabricmc.fabric.api.client.rendering.v1.HudRenderCallback; import net.minecraft.client.MinecraftClient; import net.minecraft.client.font.Font; import net.minecraft.client.font.FontStorage; import net.minecraft.client.font.FontType; import net.minecraft.client.font.TextRenderer; import net.minecraft.client.gui.DrawableHelper; import net.minecraft.client.util.math.MatrixStack; import net.minecraft.text.Text; import net.minecraft.util.Identifier; import net.minecraft.util.JsonHelper; import turdz.daycounter.DayCounter; import java.util.ArrayList; import java.util.List; public class DayOverlay implements HudRenderCallback { private static final Identifier DIED = new Identifier(DayCounter.MOD_ID, "textures/aliveicon/dead.png"); private static final Identifier ALIVE = new Identifier(DayCounter.MOD_ID, "textures/aliveicon/alive.png"); private static final MinecraftClient CLIENT = MinecraftClient.getInstance(); // 缓存自定义TextRenderer,只初始化一次 private static TextRenderer customTextRenderer; @Override public void onHudRender(MatrixStack matrixStack, float tickDelta) { RenderSystem.setShaderColor(1.0f, 1.0f, 1.0f, 1.0f); matrixStack.push(); matrixStack.scale(5.0f, 5.0f, 5.0f); assert CLIENT.player != null; // 第一次使用时初始化自定义渲染器 if (customTextRenderer == null) { customTextRenderer = generateTextRenderer(); } customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getName().getString()).asOrderedText(), 32, 12, 0xffffff); if (CLIENT.player.isDead()) { customTextRenderer.draw(matrixStack, Text.literal("§lDay: "), 32, 22, 0xff0000); customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getWorld().getTimeOfDay() / 24000), 58, 22, 0x770000); RenderSystem.setShaderTexture(0, DIED); DrawableHelper.drawTexture(matrixStack, 10, 10, 0, 0, 20, 20, 20, 20); } else { customTextRenderer.draw(matrixStack, Text.literal("§lDay: "), 32, 22, 0xffffff); customTextRenderer.draw(matrixStack, Text.literal("§l" + CLIENT.player.getWorld().getTimeOfDay() / 24000), 58, 22, 0xffff00); RenderSystem.setShaderTexture(0, ALIVE); DrawableHelper.drawTexture(matrixStack, 10, 10, 0, 0, 20, 20, 20, 20); } matrixStack.pop(); } private static TextRenderer generateTextRenderer() { List<Font> list = new ArrayList<>(); String json = "{\"providers\":[{\"type\":\"ttf\",\"file\":\"daycounter:arial.ttf\",\"shift\":[0,0],\"oversample\":2}]}"; JsonArray jsonArray = JsonHelper.getArray(JsonHelper.deserialize(new GsonBuilder().setPrettyPrinting().disableHtmlEscaping().create(), json, JsonObject.class), "providers"); for (int i = jsonArray.size() - 1; i >= 0; --i) { JsonObject jsonObject = JsonHelper.asObject(jsonArray.get(i), "providers[" + i + "]"); try { String stringType = JsonHelper.getString(jsonObject, "type"); FontType fontType = FontType.byId(stringType); Font font = fontType.createLoader(jsonObject).load(CLIENT.getResourceManager()); if (font != null) list.add(font); } catch (RuntimeException e) { e.printStackTrace(); } } FontStorage storage = new FontStorage(CLIENT.getTextureManager(), new Identifier(DayCounter.MOD_ID, "custom_font_storage")); storage.setFonts(list); return new TextRenderer(identifier -> storage, true); } }
额外优化建议
- 把
oversample从5调整为2,过高的采样率会增加纹理加载压力,且对字体清晰度提升有限,还可能加剧渲染叠加问题。 - 更规范的自定义字体加载方式是通过资源包的
assets/[modid]/font/default.json定义,而非动态生成JSON,这样能利用Minecraft的字体缓存机制,避免手动管理资源的问题。
内容的提问来源于stack exchange,提问作者Paul Hashmi
相关产品推荐
相关产品推荐

