#How does MCC implement the high-res, dynamic, non-bobbing map/HUD on the top right?

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limpid elm
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Hey all,

Diving into the specifics of the MCC Bingo Card/Meltdown Map display – it seems more complex than initially thought! I'm trying to understand the technical implementation, and here's what I (and others) observe:

There's definitely a visible item model (like a retextured map) rendered in the player's offhand slot. This part looks like it uses Custom Model Data and likely follows standard rendering (position, view bobbing).

Simultaneously, there's a separate, high-resolution, dynamically updating interface showing the bingo progress. This display is fixed in the top-left corner of the screen and does not bob with player movement.

This combination is key! It strongly suggests the item model seen in the hand is not the source of the main dynamic display. The limitations are clear: MapCanvas is 128x128, and CMD doesn't allow for arbitrary dynamic drawing onto a high-res model texture. The top-left, non-bobbing display is definitely not standard item rendering.

So, the likely scenario seems to be: The item in the offhand acts as a trigger, activating a separate custom HUD element that displays the actual bingo card info in the top-left. These are two distinct rendering processes.

The big question then is: How is that top-left HUD element implemented?

How does it achieve its high resolution and receive dynamic updates from the server?

What techniques (advanced resource pack usage like custom fonts as image tiles, core shaders interpreting server data, other client-side rendering tricks?) allow it to be drawn fixed in that position?

Would love to hear technical insights, theories, or confirmations from those knowledgeable in plugins, resource packs, and client-side rendering within Minecraft!

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ok i just realised that the map on the top left corner is a client sided mod

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here its like a normal map but how can it be such a high resolution?

brittle ravine
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maps support text being rendered on them; eyeballing it those item icons and ✅ checkmarks look to maybe be in the 128x128 resolution as expected

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the text is probably invisible map markers with names, which causes text to be rendered on top of the map canvas and isn't restricted to its resolution i don't think

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if there's a resource pack involved, i don't see why you couldn't render any arbitrary bitmaps from a custom font on the map with these; if the item icons aren't in 128x128 resolution, maybe they have them in a font and render them as map markers

limpid elm
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i thought it just changes pixels on the map to draw out text

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oh wait i see what you mean

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but will cursor.setVisible(false) make the cursor and the text dissapear or just the cursor

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i guess i need to find out