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SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Objectnet.minecraft.client.renderer.RenderBlocks
public class RenderBlocks
Field Summary | |
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int |
aoBrightnessXYNN
Ambient occlusion brightness XYNN |
int |
aoBrightnessXYNP
Ambient occlusion brightness XYNP |
int |
aoBrightnessXYPN
Ambient occlusion brightness XYPN |
int |
aoBrightnessXYPP
Ambient occlusion brightness XYPP |
int |
aoBrightnessXYZNNN
Ambient occlusion brightness XYZNNN |
int |
aoBrightnessXYZNNP
Ambient occlusion brightness XYZNNP |
int |
aoBrightnessXYZNPN
Ambient occlusion brightness XYZNPN |
int |
aoBrightnessXYZNPP
Ambient occlusion brightness XYZNPP |
int |
aoBrightnessXYZPNN
Ambient occlusion brightness XYZPNN |
int |
aoBrightnessXYZPNP
Ambient occlusion brightness XYZPNP |
int |
aoBrightnessXYZPPN
Ambient occlusion brightness XYZPPN |
int |
aoBrightnessXYZPPP
Ambient occlusion brightness XYZPPP |
int |
aoBrightnessXZNN
Ambient occlusion brightness XZNN |
int |
aoBrightnessXZNP
Ambient occlusion brightness XZNP |
int |
aoBrightnessXZPN
Ambient occlusion brightness XZPN |
int |
aoBrightnessXZPP
Ambient occlusion brightness XZPP |
int |
aoBrightnessYZNN
Ambient occlusion brightness YZNN |
int |
aoBrightnessYZNP
Ambient occlusion brightness YZNP |
int |
aoBrightnessYZPN
Ambient occlusion brightness YZPN |
int |
aoBrightnessYZPP
Ambient occlusion brightness YZPP |
boolean |
aoGrassXYZCNN
Grass flag for ambient occlusion on Center X, Negative Y, and Negative Z |
boolean |
aoGrassXYZCNP
Grass flag for ambient occlusion on Center X, Negative Y, and Positive Z |
boolean |
aoGrassXYZCPN
Grass flag for ambient occlusion on Center X, Positive Y, and Negative Z |
boolean |
aoGrassXYZCPP
Grass flag for ambient occlusion on Center X, Positive Y, and Positive Z |
boolean |
aoGrassXYZNCN
Grass flag for ambient occlusion on Negative X, Center Y, and Negative Z |
boolean |
aoGrassXYZNCP
Grass flag for ambient occlusion on Negative X, Center Y, and Positive Z |
boolean |
aoGrassXYZNNC
Grass flag for ambient occlusion on Negative X, Negative Y, and center Z |
boolean |
aoGrassXYZNPC
Grass flag for ambient occlusion on Negative X, Positive Y, and Center Z |
boolean |
aoGrassXYZPCN
Grass flag for ambient occlusion on Positive X, Center Y, and Negative Z |
boolean |
aoGrassXYZPCP
Grass flag for ambient occlusion on Positive X, Center Y, and Positive Z |
boolean |
aoGrassXYZPNC
Grass flag for ambient occlusion on Positive X, Negative Y, and Center Z |
boolean |
aoGrassXYZPPC
Grass flag for ambient occlusion on Positive X, Positive Y, and Center Z |
float |
aoLightValueScratchXYNN
Used as a scratch variable for ambient occlusion between the bottom face and the north face. |
float |
aoLightValueScratchXYNP
Used as a scratch variable for ambient occlusion between the top face and the north face. |
float |
aoLightValueScratchXYPN
Used as a scratch variable for ambient occlusion between the bottom face and the south face. |
float |
aoLightValueScratchXYPP
Used as a scratch variable for ambient occlusion between the top face and the south face. |
float |
aoLightValueScratchXYZNNN
Used as a scratch variable for ambient occlusion on the north/bottom/east corner. |
float |
aoLightValueScratchXYZNNP
Used as a scratch variable for ambient occlusion on the north/bottom/west corner. |
float |
aoLightValueScratchXYZNPN
Used as a scratch variable for ambient occlusion on the north/top/east corner. |
float |
aoLightValueScratchXYZNPP
Used as a scratch variable for ambient occlusion on the north/top/west corner. |
float |
aoLightValueScratchXYZPNN
Used as a scratch variable for ambient occlusion on the south/bottom/east corner. |
float |
aoLightValueScratchXYZPNP
Used as a scratch variable for ambient occlusion on the south/bottom/west corner. |
float |
aoLightValueScratchXYZPPN
Used as a scratch variable for ambient occlusion on the south/top/east corner. |
float |
aoLightValueScratchXYZPPP
Used as a scratch variable for ambient occlusion on the south/top/west corner. |
float |
aoLightValueScratchXZNN
Used as a scratch variable for ambient occlusion between the north face and the east face. |
float |
aoLightValueScratchXZNP
Used as a scratch variable for ambient occlusion between the north face and the west face. |
float |
aoLightValueScratchXZPN
Used as a scratch variable for ambient occlusion between the south face and the east face. |
float |
aoLightValueScratchXZPP
Used as a scratch variable for ambient occlusion between the south face and the west face. |
float |
aoLightValueScratchYZNN
Used as a scratch variable for ambient occlusion between the bottom face and the east face. |
float |
aoLightValueScratchYZNP
Used as a scratch variable for ambient occlusion between the bottom face and the west face. |
float |
aoLightValueScratchYZPN
Used as a scratch variable for ambient occlusion between the top face and the east face. |
float |
aoLightValueScratchYZPP
Used as a scratch variable for ambient occlusion between the top face and the west face. |
float |
aoLightValueXNeg
Light value one block less in x axis |
float |
aoLightValueXPos
Light value one block more in x axis |
float |
aoLightValueYNeg
Light value one block more in y axis |
float |
aoLightValueYPos
Light value one block more in y axis |
float |
aoLightValueZNeg
Light value one block more in z axis |
float |
aoLightValueZPos
Light value one block more in z axis |
int |
aoType
Ambient occlusion type (0=simple, 1=complex) |
IBlockAccess |
blockAccess
The IBlockAccess used by this instance of RenderBlocks |
int |
brightnessBottomLeft
Brightness bottom left |
int |
brightnessBottomRight
Brightness bottom right |
int |
brightnessTopLeft
Brightness top left |
int |
brightnessTopRight
Brightness top right |
float |
colorBlueBottomLeft
Blue color value for the bottom left corner |
float |
colorBlueBottomRight
Blue color value for the bottom right corner |
float |
colorBlueTopLeft
Blue color value for the top left corner |
float |
colorBlueTopRight
Blue color value for the top right corner |
float |
colorGreenBottomLeft
Green color value for the bottom left corner |
float |
colorGreenBottomRight
Green color value for the bottom right corner |
float |
colorGreenTopLeft
Green color value for the top left corner |
float |
colorGreenTopRight
Green color value for the top right corner |
float |
colorRedBottomLeft
Red color value for the bottom left corner |
float |
colorRedBottomRight
Red color value for the bottom right corner |
float |
colorRedTopLeft
Red color value for the top left corner |
float |
colorRedTopRight
Red color value for the top right corner |
boolean |
enableAO
Whether ambient occlusion is enabled or not |
static boolean |
fancyGrass
Fancy grass side matching biome |
boolean |
flipTexture
Set to true if the texture should be flipped horizontally during render*Face |
float |
lightValueOwn
Light value of the block itself |
boolean |
lockBlockBounds
Set by overrideBlockBounds, to keep this class from changing the visual bounding box. |
int |
overrideBlockTexture
If set to >=0, all block faces will be rendered using this texture index |
boolean |
renderAllFaces
If true, renders all faces on all blocks rather than using the logic in Block.shouldSideBeRendered. |
double |
renderMaxX
The maximum X value for rendering (default 1.0). |
double |
renderMaxY
The maximum Y value for rendering (default 1.0). |
double |
renderMaxZ
The maximum Z value for rendering (default 1.0). |
double |
renderMinX
The minimum X value for rendering (default 0.0). |
double |
renderMinY
The minimum Y value for rendering (default 0.0). |
double |
renderMinZ
The minimum Z value for rendering (default 0.0). |
boolean |
useInventoryTint
|
int |
uvRotateBottom
|
int |
uvRotateEast
|
int |
uvRotateNorth
|
int |
uvRotateSouth
|
int |
uvRotateTop
|
int |
uvRotateWest
|
Constructor Summary | |
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RenderBlocks()
|
|
RenderBlocks(IBlockAccess par1IBlockAccess)
|
Method Summary | |
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void |
clearOverrideBlockTexture()
Clear override block texture |
void |
drawCrossedSquares(Block par1Block,
int par2,
double par3,
double par5,
double par7,
float par9)
Utility function to draw crossed swuares |
int |
getAoBrightness(int par1,
int par2,
int par3,
int par4)
Get ambient occlusion brightness |
float |
getFluidHeight(int par1,
int par2,
int par3,
Material par4Material)
Get fluid height |
void |
overrideBlockBounds(double par1,
double par3,
double par5,
double par7,
double par9,
double par11)
Like setRenderBounds, but locks the values so that RenderBlocks won't change them. |
void |
renderBlockAllFaces(Block par1Block,
int par2,
int par3,
int par4)
Render all faces of a block |
boolean |
renderBlockAnvil(BlockAnvil par1BlockAnvil,
int par2,
int par3,
int par4)
Renders anvil |
boolean |
renderBlockAnvilMetadata(BlockAnvil par1BlockAnvil,
int par2,
int par3,
int par4,
int par5)
Renders anvil block with metadata |
boolean |
renderBlockAnvilOrient(BlockAnvil par1BlockAnvil,
int par2,
int par3,
int par4,
int par5,
boolean par6)
Renders anvil block with orientation |
float |
renderBlockAnvilRotate(BlockAnvil par1BlockAnvil,
int par2,
int par3,
int par4,
int par5,
float par6,
float par7,
float par8,
float par9,
boolean par10,
boolean par11,
int par12)
Renders anvil block with rotation |
void |
renderBlockAsItem(Block par1Block,
int par2,
float par3)
Is called to render the image of a block on an inventory, as a held item, or as a an item on the ground |
boolean |
renderBlockBeacon(BlockBeacon par1BlockBeacon,
int par2,
int par3,
int par4)
Renders beacon block |
boolean |
renderBlockBed(Block par1Block,
int par2,
int par3,
int par4)
render a bed at the given coordinates |
boolean |
renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand,
int par2,
int par3,
int par4)
Render BlockBrewingStand |
boolean |
renderBlockByRenderType(Block par1Block,
int par2,
int par3,
int par4)
Renders the block at the given coordinates using the block's rendering type |
boolean |
renderBlockCactus(Block par1Block,
int par2,
int par3,
int par4)
Renders a cactus block at the given coordinates |
boolean |
renderBlockCactusImpl(Block par1Block,
int par2,
int par3,
int par4,
float par5,
float par6,
float par7)
Render block cactus implementation |
boolean |
renderBlockCauldron(BlockCauldron par1BlockCauldron,
int par2,
int par3,
int par4)
Render block cauldron |
boolean |
renderBlockCocoa(BlockCocoa par1BlockCocoa,
int par2,
int par3,
int par4)
Renders a Cocoa block at the given coordinates |
boolean |
renderBlockCrops(Block par1Block,
int par2,
int par3,
int par4)
Render block crops |
void |
renderBlockCropsImpl(Block par1Block,
int par2,
double par3,
double par5,
double par7)
Render block crops implementation |
boolean |
renderBlockDoor(Block par1Block,
int par2,
int par3,
int par4)
Renders a door block at the given coordinates |
boolean |
renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg,
int par2,
int par3,
int par4)
|
boolean |
renderBlockEndPortalFrame(Block par1Block,
int par2,
int par3,
int par4)
Render BlockEndPortalFrame |
boolean |
renderBlockFence(BlockFence par1BlockFence,
int par2,
int par3,
int par4)
|
boolean |
renderBlockFenceGate(BlockFenceGate par1BlockFenceGate,
int par2,
int par3,
int par4)
Render block fence gate |
boolean |
renderBlockFire(Block par1Block,
int par2,
int par3,
int par4)
Renders a fire block at the given coordinates |
boolean |
renderBlockFlowerpot(BlockFlowerPot par1BlockFlowerPot,
int par2,
int par3,
int par4)
Renders flower pot |
boolean |
renderBlockFluids(Block par1Block,
int par2,
int par3,
int par4)
Renders a block based on the BlockFluids class at the given coordinates |
boolean |
renderBlockLadder(Block par1Block,
int par2,
int par3,
int par4)
Renders a ladder block at the given coordinates |
boolean |
renderBlockLever(Block par1Block,
int par2,
int par3,
int par4)
Renders a lever block at the given coordinates |
boolean |
renderBlockLilyPad(Block par1Block,
int par2,
int par3,
int par4)
Render BlockLilyPad |
boolean |
renderBlockLog(Block par1Block,
int par2,
int par3,
int par4)
Renders a log block at the given coordinates |
boolean |
renderBlockMinecartTrack(BlockRail par1BlockRail,
int par2,
int par3,
int par4)
Renders a minecart track block at the given coordinates |
boolean |
renderBlockPane(BlockPane par1BlockPane,
int par2,
int par3,
int par4)
|
boolean |
renderBlockRedstoneWire(Block par1Block,
int par2,
int par3,
int par4)
Renders a redstone wire block at the given coordinates |
boolean |
renderBlockRepeater(Block par1Block,
int par2,
int par3,
int par4)
render a redstone repeater at the given coordinates |
void |
renderBlockSandFalling(Block par1Block,
World par2World,
int par3,
int par4,
int par5,
int par6)
Renders a falling sand block |
boolean |
renderBlockStairs(BlockStairs par1BlockStairs,
int par2,
int par3,
int par4)
Renders a stair block at the given coordinates |
boolean |
renderBlockStem(Block par1Block,
int par2,
int par3,
int par4)
Render block stem |
void |
renderBlockStemBig(Block par1Block,
int par2,
int par3,
double par4,
double par6,
double par8,
double par10)
Render block stem big |
void |
renderBlockStemSmall(Block par1Block,
int par2,
double par3,
double par5,
double par7,
double par9)
Render block stem small |
boolean |
renderBlockTorch(Block par1Block,
int par2,
int par3,
int par4)
Renders a torch block at the given coordinates |
boolean |
renderBlockTripWire(Block par1Block,
int par2,
int par3,
int par4)
Renders a trip wire block at the given coordinates |
boolean |
renderBlockTripWireSource(Block par1Block,
int par2,
int par3,
int par4)
Renders a trip wire source block at the given coordinates |
void |
renderBlockUsingTexture(Block par1Block,
int par2,
int par3,
int par4,
int par5)
Renders a block using the given texture instead of the block's own default texture |
boolean |
renderBlockVine(Block par1Block,
int par2,
int par3,
int par4)
Render block vine |
boolean |
renderBlockWall(BlockWall par1BlockWall,
int par2,
int par3,
int par4)
Renders wall block |
void |
renderBottomFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the bottom face of the block. |
boolean |
renderCrossedSquares(Block par1Block,
int par2,
int par3,
int par4)
Renders any block requiring croseed squares such as reeds, flowers, and mushrooms |
void |
renderEastFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the east (z-negative) face of the block. |
static boolean |
renderItemIn3d(int par0)
Checks to see if the item's render type indicates that it should be rendered as a regular block or not. |
void |
renderNorthFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the north (x-negative) face of the block. |
boolean |
renderPistonBase(Block par1Block,
int par2,
int par3,
int par4,
boolean par5)
renders a block as a piston base |
void |
renderPistonBaseAllFaces(Block par1Block,
int par2,
int par3,
int par4)
Render all faces of the piston base |
boolean |
renderPistonExtension(Block par1Block,
int par2,
int par3,
int par4,
boolean par5)
renders the pushing part of a piston |
void |
renderPistonExtensionAllFaces(Block par1Block,
int par2,
int par3,
int par4,
boolean par5)
Render all faces of the piston extension |
void |
renderPistonRodEW(double par1,
double par3,
double par5,
double par7,
double par9,
double par11,
float par13,
double par14)
Render piston rod east/west |
void |
renderPistonRodSN(double par1,
double par3,
double par5,
double par7,
double par9,
double par11,
float par13,
double par14)
Render piston rod south/north |
void |
renderPistonRodUD(double par1,
double par3,
double par5,
double par7,
double par9,
double par11,
float par13,
double par14)
Render piston rod up/down |
void |
renderSouthFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the south (x-positive) face of the block. |
boolean |
renderStandardBlock(Block par1Block,
int par2,
int par3,
int par4)
Renders a standard cube block at the given coordinates |
boolean |
renderStandardBlockWithAmbientOcclusion(Block par1Block,
int par2,
int par3,
int par4,
float par5,
float par6,
float par7)
|
boolean |
renderStandardBlockWithColorMultiplier(Block par1Block,
int par2,
int par3,
int par4,
float par5,
float par6,
float par7)
Renders a standard cube block at the given coordinates, with a given color ratio. |
void |
renderTopFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the top face of the block. |
void |
renderTorchAtAngle(Block par1Block,
double par2,
double par4,
double par6,
double par8,
double par10)
Renders a torch at the given coordinates, with the base slanting at the given delta |
void |
renderWestFace(Block par1Block,
double par2,
double par4,
double par6,
int par8)
Renders the given texture to the west (z-positive) face of the block. |
void |
setOverrideBlockTexture(int par1)
Sets overrideBlockTexture |
void |
setRenderBounds(double par1,
double par3,
double par5,
double par7,
double par9,
double par11)
Sets the bounding box for the block to draw in, e.g. |
void |
setRenderBoundsFromBlock(Block par1Block)
Like setRenderBounds, but automatically pulling the bounds from the given Block. |
void |
unlockBlockBounds()
Unlocks the visual bounding box so that RenderBlocks can change it again. |
Methods inherited from class java.lang.Object |
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equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait |
Field Detail |
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public IBlockAccess blockAccess
public int overrideBlockTexture
public boolean flipTexture
public boolean renderAllFaces
public static boolean fancyGrass
public boolean useInventoryTint
public double renderMinX
public double renderMaxX
public double renderMinY
public double renderMaxY
public double renderMinZ
public double renderMaxZ
public boolean lockBlockBounds
public int uvRotateEast
public int uvRotateWest
public int uvRotateSouth
public int uvRotateNorth
public int uvRotateTop
public int uvRotateBottom
public boolean enableAO
public float lightValueOwn
public float aoLightValueXNeg
public float aoLightValueYNeg
public float aoLightValueZNeg
public float aoLightValueXPos
public float aoLightValueYPos
public float aoLightValueZPos
public float aoLightValueScratchXYZNNN
public float aoLightValueScratchXYNN
public float aoLightValueScratchXYZNNP
public float aoLightValueScratchYZNN
public float aoLightValueScratchYZNP
public float aoLightValueScratchXYZPNN
public float aoLightValueScratchXYPN
public float aoLightValueScratchXYZPNP
public float aoLightValueScratchXYZNPN
public float aoLightValueScratchXYNP
public float aoLightValueScratchXYZNPP
public float aoLightValueScratchYZPN
public float aoLightValueScratchXYZPPN
public float aoLightValueScratchXYPP
public float aoLightValueScratchYZPP
public float aoLightValueScratchXYZPPP
public float aoLightValueScratchXZNN
public float aoLightValueScratchXZPN
public float aoLightValueScratchXZNP
public float aoLightValueScratchXZPP
public int aoBrightnessXYZNNN
public int aoBrightnessXYNN
public int aoBrightnessXYZNNP
public int aoBrightnessYZNN
public int aoBrightnessYZNP
public int aoBrightnessXYZPNN
public int aoBrightnessXYPN
public int aoBrightnessXYZPNP
public int aoBrightnessXYZNPN
public int aoBrightnessXYNP
public int aoBrightnessXYZNPP
public int aoBrightnessYZPN
public int aoBrightnessXYZPPN
public int aoBrightnessXYPP
public int aoBrightnessYZPP
public int aoBrightnessXYZPPP
public int aoBrightnessXZNN
public int aoBrightnessXZPN
public int aoBrightnessXZNP
public int aoBrightnessXZPP
public int aoType
public int brightnessTopLeft
public int brightnessBottomLeft
public int brightnessBottomRight
public int brightnessTopRight
public float colorRedTopLeft
public float colorRedBottomLeft
public float colorRedBottomRight
public float colorRedTopRight
public float colorGreenTopLeft
public float colorGreenBottomLeft
public float colorGreenBottomRight
public float colorGreenTopRight
public float colorBlueTopLeft
public float colorBlueBottomLeft
public float colorBlueBottomRight
public float colorBlueTopRight
public boolean aoGrassXYZCPN
public boolean aoGrassXYZPPC
public boolean aoGrassXYZNPC
public boolean aoGrassXYZCPP
public boolean aoGrassXYZNCN
public boolean aoGrassXYZPCP
public boolean aoGrassXYZNCP
public boolean aoGrassXYZPCN
public boolean aoGrassXYZCNN
public boolean aoGrassXYZPNC
public boolean aoGrassXYZNNC
public boolean aoGrassXYZCNP
Constructor Detail |
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public RenderBlocks(IBlockAccess par1IBlockAccess)
public RenderBlocks()
Method Detail |
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public void setOverrideBlockTexture(int par1)
public void clearOverrideBlockTexture()
public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11)
public void setRenderBoundsFromBlock(Block par1Block)
public void overrideBlockBounds(double par1, double par3, double par5, double par7, double par9, double par11)
public void unlockBlockBounds()
public void renderBlockUsingTexture(Block par1Block, int par2, int par3, int par4, int par5)
public void renderBlockAllFaces(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockByRenderType(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockEndPortalFrame(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockBed(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand, int par2, int par3, int par4)
public boolean renderBlockCauldron(BlockCauldron par1BlockCauldron, int par2, int par3, int par4)
public boolean renderBlockFlowerpot(BlockFlowerPot par1BlockFlowerPot, int par2, int par3, int par4)
public boolean renderBlockAnvil(BlockAnvil par1BlockAnvil, int par2, int par3, int par4)
public boolean renderBlockAnvilMetadata(BlockAnvil par1BlockAnvil, int par2, int par3, int par4, int par5)
public boolean renderBlockAnvilOrient(BlockAnvil par1BlockAnvil, int par2, int par3, int par4, int par5, boolean par6)
public float renderBlockAnvilRotate(BlockAnvil par1BlockAnvil, int par2, int par3, int par4, int par5, float par6, float par7, float par8, float par9, boolean par10, boolean par11, int par12)
public boolean renderBlockTorch(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockRepeater(Block par1Block, int par2, int par3, int par4)
public void renderPistonBaseAllFaces(Block par1Block, int par2, int par3, int par4)
public boolean renderPistonBase(Block par1Block, int par2, int par3, int par4, boolean par5)
public void renderPistonRodUD(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
public void renderPistonRodSN(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
public void renderPistonRodEW(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)
public void renderPistonExtensionAllFaces(Block par1Block, int par2, int par3, int par4, boolean par5)
public boolean renderPistonExtension(Block par1Block, int par2, int par3, int par4, boolean par5)
public boolean renderBlockLever(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockTripWireSource(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockTripWire(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockFire(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockRedstoneWire(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockMinecartTrack(BlockRail par1BlockRail, int par2, int par3, int par4)
public boolean renderBlockLadder(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockVine(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockPane(BlockPane par1BlockPane, int par2, int par3, int par4)
public boolean renderCrossedSquares(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockStem(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockCrops(Block par1Block, int par2, int par3, int par4)
public void renderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10)
public void drawCrossedSquares(Block par1Block, int par2, double par3, double par5, double par7, float par9)
public void renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9)
public boolean renderBlockLilyPad(Block par1Block, int par2, int par3, int par4)
public void renderBlockStemBig(Block par1Block, int par2, int par3, double par4, double par6, double par8, double par10)
public void renderBlockCropsImpl(Block par1Block, int par2, double par3, double par5, double par7)
public boolean renderBlockFluids(Block par1Block, int par2, int par3, int par4)
public float getFluidHeight(int par1, int par2, int par3, Material par4Material)
public void renderBlockSandFalling(Block par1Block, World par2World, int par3, int par4, int par5, int par6)
public boolean renderStandardBlock(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockLog(Block par1Block, int par2, int par3, int par4)
public boolean renderStandardBlockWithAmbientOcclusion(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)
public int getAoBrightness(int par1, int par2, int par3, int par4)
public boolean renderStandardBlockWithColorMultiplier(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)
public boolean renderBlockCocoa(BlockCocoa par1BlockCocoa, int par2, int par3, int par4)
public boolean renderBlockBeacon(BlockBeacon par1BlockBeacon, int par2, int par3, int par4)
public boolean renderBlockCactus(Block par1Block, int par2, int par3, int par4)
public boolean renderBlockCactusImpl(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)
public boolean renderBlockFence(BlockFence par1BlockFence, int par2, int par3, int par4)
public boolean renderBlockWall(BlockWall par1BlockWall, int par2, int par3, int par4)
public boolean renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg, int par2, int par3, int par4)
public boolean renderBlockFenceGate(BlockFenceGate par1BlockFenceGate, int par2, int par3, int par4)
public boolean renderBlockStairs(BlockStairs par1BlockStairs, int par2, int par3, int par4)
public boolean renderBlockDoor(Block par1Block, int par2, int par3, int par4)
public void renderBottomFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderTopFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderEastFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderWestFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderNorthFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderSouthFace(Block par1Block, double par2, double par4, double par6, int par8)
public void renderBlockAsItem(Block par1Block, int par2, float par3)
public static boolean renderItemIn3d(int par0)
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