Fix missing recipe labels and red item tint on display panels - #1760
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RGBToInt yields alpha 0, which is now fully transparent. Also drop the duplicated In label draw. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012i9oqzn77qQ3FmnWc3CTxo
Part overlays were given overlay coords 0, which maps to the red hurt overlay instead of OverlayTexture.NO_OVERLAY. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_012i9oqzn77qQ3FmnWc3CTxo
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Follow-up to #1757. These are two more rendering bugs I found while checking the rest of the mod for the same kind of color problem.
1. Recipe "Input"/"Output" labels missing on display panels (
RecipeValueTypeWorldRenderer)The labels used CyclopsCore's
RGBToInt(255, 255, 255), which returns a color with alpha 0. Text drawn in the world now uses that alpha as-is, so the labels were invisible. They now useaddAlphaToColor(..., alpha)like the other value renderers, so they also fade with distance. The "Input" label was also drawn twice, and the duplicate is removed.2. Items on display panels rendered with a red tint (
RenderCable)Part overlays were given overlay coordinates
0, which maps to the red "hurt" overlay. Items shown on display panels (item, ingredients and recipe values) came out red, e.g. diamonds looked pink. It now passesOverlayTexture.NO_OVERLAY, which the other block entity renderers already use.How I looked for other cases: I listed every
text,drawScaled*,fill,blit-with-color andsubmitTextcall insrc/main/java(including multi-line calls) and traced the colors held in variables and constants. I also checked which overlay value each block entity renderer passes. Nothing else passes an alpha-less color or a0overlay.Validation:
./gradlew buildpasses../gradlew runGameTestServer: all 1046 required tests pass.No tests added, since these are rendering-only changes.
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