net.minecraft.client.renderer
Class RenderBlocks

java.lang.Object
  extended by net.minecraft.client.renderer.RenderBlocks

public class RenderBlocks
extends Object


Field Summary
 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
RenderBlocks()
           
RenderBlocks(IBlockAccess par1IBlockAccess)
           
 
Method Summary
 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
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

blockAccess

public IBlockAccess blockAccess
The IBlockAccess used by this instance of RenderBlocks


overrideBlockTexture

public int overrideBlockTexture
If set to >=0, all block faces will be rendered using this texture index


flipTexture

public boolean flipTexture
Set to true if the texture should be flipped horizontally during render*Face


renderAllFaces

public boolean renderAllFaces
If true, renders all faces on all blocks rather than using the logic in Block.shouldSideBeRendered. Unused.


fancyGrass

public static boolean fancyGrass
Fancy grass side matching biome


useInventoryTint

public boolean useInventoryTint

renderMinX

public double renderMinX
The minimum X value for rendering (default 0.0).


renderMaxX

public double renderMaxX
The maximum X value for rendering (default 1.0).


renderMinY

public double renderMinY
The minimum Y value for rendering (default 0.0).


renderMaxY

public double renderMaxY
The maximum Y value for rendering (default 1.0).


renderMinZ

public double renderMinZ
The minimum Z value for rendering (default 0.0).


renderMaxZ

public double renderMaxZ
The maximum Z value for rendering (default 1.0).


lockBlockBounds

public boolean lockBlockBounds
Set by overrideBlockBounds, to keep this class from changing the visual bounding box.


uvRotateEast

public int uvRotateEast

uvRotateWest

public int uvRotateWest

uvRotateSouth

public int uvRotateSouth

uvRotateNorth

public int uvRotateNorth

uvRotateTop

public int uvRotateTop

uvRotateBottom

public int uvRotateBottom

enableAO

public boolean enableAO
Whether ambient occlusion is enabled or not


lightValueOwn

public float lightValueOwn
Light value of the block itself


aoLightValueXNeg

public float aoLightValueXNeg
Light value one block less in x axis


aoLightValueYNeg

public float aoLightValueYNeg
Light value one block more in y axis


aoLightValueZNeg

public float aoLightValueZNeg
Light value one block more in z axis


aoLightValueXPos

public float aoLightValueXPos
Light value one block more in x axis


aoLightValueYPos

public float aoLightValueYPos
Light value one block more in y axis


aoLightValueZPos

public float aoLightValueZPos
Light value one block more in z axis


aoLightValueScratchXYZNNN

public float aoLightValueScratchXYZNNN
Used as a scratch variable for ambient occlusion on the north/bottom/east corner.


aoLightValueScratchXYNN

public float aoLightValueScratchXYNN
Used as a scratch variable for ambient occlusion between the bottom face and the north face.


aoLightValueScratchXYZNNP

public float aoLightValueScratchXYZNNP
Used as a scratch variable for ambient occlusion on the north/bottom/west corner.


aoLightValueScratchYZNN

public float aoLightValueScratchYZNN
Used as a scratch variable for ambient occlusion between the bottom face and the east face.


aoLightValueScratchYZNP

public float aoLightValueScratchYZNP
Used as a scratch variable for ambient occlusion between the bottom face and the west face.


aoLightValueScratchXYZPNN

public float aoLightValueScratchXYZPNN
Used as a scratch variable for ambient occlusion on the south/bottom/east corner.


aoLightValueScratchXYPN

public float aoLightValueScratchXYPN
Used as a scratch variable for ambient occlusion between the bottom face and the south face.


aoLightValueScratchXYZPNP

public float aoLightValueScratchXYZPNP
Used as a scratch variable for ambient occlusion on the south/bottom/west corner.


aoLightValueScratchXYZNPN

public float aoLightValueScratchXYZNPN
Used as a scratch variable for ambient occlusion on the north/top/east corner.


aoLightValueScratchXYNP

public float aoLightValueScratchXYNP
Used as a scratch variable for ambient occlusion between the top face and the north face.


aoLightValueScratchXYZNPP

public float aoLightValueScratchXYZNPP
Used as a scratch variable for ambient occlusion on the north/top/west corner.


aoLightValueScratchYZPN

public float aoLightValueScratchYZPN
Used as a scratch variable for ambient occlusion between the top face and the east face.


aoLightValueScratchXYZPPN

public float aoLightValueScratchXYZPPN
Used as a scratch variable for ambient occlusion on the south/top/east corner.


aoLightValueScratchXYPP

public float aoLightValueScratchXYPP
Used as a scratch variable for ambient occlusion between the top face and the south face.


aoLightValueScratchYZPP

public float aoLightValueScratchYZPP
Used as a scratch variable for ambient occlusion between the top face and the west face.


aoLightValueScratchXYZPPP

public float aoLightValueScratchXYZPPP
Used as a scratch variable for ambient occlusion on the south/top/west corner.


aoLightValueScratchXZNN

public float aoLightValueScratchXZNN
Used as a scratch variable for ambient occlusion between the north face and the east face.


aoLightValueScratchXZPN

public float aoLightValueScratchXZPN
Used as a scratch variable for ambient occlusion between the south face and the east face.


aoLightValueScratchXZNP

public float aoLightValueScratchXZNP
Used as a scratch variable for ambient occlusion between the north face and the west face.


aoLightValueScratchXZPP

public float aoLightValueScratchXZPP
Used as a scratch variable for ambient occlusion between the south face and the west face.


aoBrightnessXYZNNN

public int aoBrightnessXYZNNN
Ambient occlusion brightness XYZNNN


aoBrightnessXYNN

public int aoBrightnessXYNN
Ambient occlusion brightness XYNN


aoBrightnessXYZNNP

public int aoBrightnessXYZNNP
Ambient occlusion brightness XYZNNP


aoBrightnessYZNN

public int aoBrightnessYZNN
Ambient occlusion brightness YZNN


aoBrightnessYZNP

public int aoBrightnessYZNP
Ambient occlusion brightness YZNP


aoBrightnessXYZPNN

public int aoBrightnessXYZPNN
Ambient occlusion brightness XYZPNN


aoBrightnessXYPN

public int aoBrightnessXYPN
Ambient occlusion brightness XYPN


aoBrightnessXYZPNP

public int aoBrightnessXYZPNP
Ambient occlusion brightness XYZPNP


aoBrightnessXYZNPN

public int aoBrightnessXYZNPN
Ambient occlusion brightness XYZNPN


aoBrightnessXYNP

public int aoBrightnessXYNP
Ambient occlusion brightness XYNP


aoBrightnessXYZNPP

public int aoBrightnessXYZNPP
Ambient occlusion brightness XYZNPP


aoBrightnessYZPN

public int aoBrightnessYZPN
Ambient occlusion brightness YZPN


aoBrightnessXYZPPN

public int aoBrightnessXYZPPN
Ambient occlusion brightness XYZPPN


aoBrightnessXYPP

public int aoBrightnessXYPP
Ambient occlusion brightness XYPP


aoBrightnessYZPP

public int aoBrightnessYZPP
Ambient occlusion brightness YZPP


aoBrightnessXYZPPP

public int aoBrightnessXYZPPP
Ambient occlusion brightness XYZPPP


aoBrightnessXZNN

public int aoBrightnessXZNN
Ambient occlusion brightness XZNN


aoBrightnessXZPN

public int aoBrightnessXZPN
Ambient occlusion brightness XZPN


aoBrightnessXZNP

public int aoBrightnessXZNP
Ambient occlusion brightness XZNP


aoBrightnessXZPP

public int aoBrightnessXZPP
Ambient occlusion brightness XZPP


aoType

public int aoType
Ambient occlusion type (0=simple, 1=complex)


brightnessTopLeft

public int brightnessTopLeft
Brightness top left


brightnessBottomLeft

public int brightnessBottomLeft
Brightness bottom left


brightnessBottomRight

public int brightnessBottomRight
Brightness bottom right


brightnessTopRight

public int brightnessTopRight
Brightness top right


colorRedTopLeft

public float colorRedTopLeft
Red color value for the top left corner


colorRedBottomLeft

public float colorRedBottomLeft
Red color value for the bottom left corner


colorRedBottomRight

public float colorRedBottomRight
Red color value for the bottom right corner


colorRedTopRight

public float colorRedTopRight
Red color value for the top right corner


colorGreenTopLeft

public float colorGreenTopLeft
Green color value for the top left corner


colorGreenBottomLeft

public float colorGreenBottomLeft
Green color value for the bottom left corner


colorGreenBottomRight

public float colorGreenBottomRight
Green color value for the bottom right corner


colorGreenTopRight

public float colorGreenTopRight
Green color value for the top right corner


colorBlueTopLeft

public float colorBlueTopLeft
Blue color value for the top left corner


colorBlueBottomLeft

public float colorBlueBottomLeft
Blue color value for the bottom left corner


colorBlueBottomRight

public float colorBlueBottomRight
Blue color value for the bottom right corner


colorBlueTopRight

public float colorBlueTopRight
Blue color value for the top right corner


aoGrassXYZCPN

public boolean aoGrassXYZCPN
Grass flag for ambient occlusion on Center X, Positive Y, and Negative Z


aoGrassXYZPPC

public boolean aoGrassXYZPPC
Grass flag for ambient occlusion on Positive X, Positive Y, and Center Z


aoGrassXYZNPC

public boolean aoGrassXYZNPC
Grass flag for ambient occlusion on Negative X, Positive Y, and Center Z


aoGrassXYZCPP

public boolean aoGrassXYZCPP
Grass flag for ambient occlusion on Center X, Positive Y, and Positive Z


aoGrassXYZNCN

public boolean aoGrassXYZNCN
Grass flag for ambient occlusion on Negative X, Center Y, and Negative Z


aoGrassXYZPCP

public boolean aoGrassXYZPCP
Grass flag for ambient occlusion on Positive X, Center Y, and Positive Z


aoGrassXYZNCP

public boolean aoGrassXYZNCP
Grass flag for ambient occlusion on Negative X, Center Y, and Positive Z


aoGrassXYZPCN

public boolean aoGrassXYZPCN
Grass flag for ambient occlusion on Positive X, Center Y, and Negative Z


aoGrassXYZCNN

public boolean aoGrassXYZCNN
Grass flag for ambient occlusion on Center X, Negative Y, and Negative Z


aoGrassXYZPNC

public boolean aoGrassXYZPNC
Grass flag for ambient occlusion on Positive X, Negative Y, and Center Z


aoGrassXYZNNC

public boolean aoGrassXYZNNC
Grass flag for ambient occlusion on Negative X, Negative Y, and center Z


aoGrassXYZCNP

public boolean aoGrassXYZCNP
Grass flag for ambient occlusion on Center X, Negative Y, and Positive Z

Constructor Detail

RenderBlocks

public RenderBlocks(IBlockAccess par1IBlockAccess)

RenderBlocks

public RenderBlocks()
Method Detail

setOverrideBlockTexture

public void setOverrideBlockTexture(int par1)
Sets overrideBlockTexture


clearOverrideBlockTexture

public void clearOverrideBlockTexture()
Clear override block texture


setRenderBounds

public 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. 0.25-0.75 on all axes for a half-size, centered block.


setRenderBoundsFromBlock

public void setRenderBoundsFromBlock(Block par1Block)
Like setRenderBounds, but automatically pulling the bounds from the given Block.


overrideBlockBounds

public 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. If you use this, you must call unlockBlockBounds after you finish rendering!


unlockBlockBounds

public void unlockBlockBounds()
Unlocks the visual bounding box so that RenderBlocks can change it again.


renderBlockUsingTexture

public 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


renderBlockAllFaces

public void renderBlockAllFaces(Block par1Block,
                                int par2,
                                int par3,
                                int par4)
Render all faces of a block


renderBlockByRenderType

public boolean renderBlockByRenderType(Block par1Block,
                                       int par2,
                                       int par3,
                                       int par4)
Renders the block at the given coordinates using the block's rendering type


renderBlockEndPortalFrame

public boolean renderBlockEndPortalFrame(Block par1Block,
                                         int par2,
                                         int par3,
                                         int par4)
Render BlockEndPortalFrame


renderBlockBed

public boolean renderBlockBed(Block par1Block,
                              int par2,
                              int par3,
                              int par4)
render a bed at the given coordinates


renderBlockBrewingStand

public boolean renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand,
                                       int par2,
                                       int par3,
                                       int par4)
Render BlockBrewingStand


renderBlockCauldron

public boolean renderBlockCauldron(BlockCauldron par1BlockCauldron,
                                   int par2,
                                   int par3,
                                   int par4)
Render block cauldron


renderBlockFlowerpot

public boolean renderBlockFlowerpot(BlockFlowerPot par1BlockFlowerPot,
                                    int par2,
                                    int par3,
                                    int par4)
Renders flower pot


renderBlockAnvil

public boolean renderBlockAnvil(BlockAnvil par1BlockAnvil,
                                int par2,
                                int par3,
                                int par4)
Renders anvil


renderBlockAnvilMetadata

public boolean renderBlockAnvilMetadata(BlockAnvil par1BlockAnvil,
                                        int par2,
                                        int par3,
                                        int par4,
                                        int par5)
Renders anvil block with metadata


renderBlockAnvilOrient

public boolean renderBlockAnvilOrient(BlockAnvil par1BlockAnvil,
                                      int par2,
                                      int par3,
                                      int par4,
                                      int par5,
                                      boolean par6)
Renders anvil block with orientation


renderBlockAnvilRotate

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)
Renders anvil block with rotation


renderBlockTorch

public boolean renderBlockTorch(Block par1Block,
                                int par2,
                                int par3,
                                int par4)
Renders a torch block at the given coordinates


renderBlockRepeater

public boolean renderBlockRepeater(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)
render a redstone repeater at the given coordinates


renderPistonBaseAllFaces

public void renderPistonBaseAllFaces(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4)
Render all faces of the piston base


renderPistonBase

public boolean renderPistonBase(Block par1Block,
                                int par2,
                                int par3,
                                int par4,
                                boolean par5)
renders a block as a piston base


renderPistonRodUD

public void renderPistonRodUD(double par1,
                              double par3,
                              double par5,
                              double par7,
                              double par9,
                              double par11,
                              float par13,
                              double par14)
Render piston rod up/down


renderPistonRodSN

public void renderPistonRodSN(double par1,
                              double par3,
                              double par5,
                              double par7,
                              double par9,
                              double par11,
                              float par13,
                              double par14)
Render piston rod south/north


renderPistonRodEW

public void renderPistonRodEW(double par1,
                              double par3,
                              double par5,
                              double par7,
                              double par9,
                              double par11,
                              float par13,
                              double par14)
Render piston rod east/west


renderPistonExtensionAllFaces

public void renderPistonExtensionAllFaces(Block par1Block,
                                          int par2,
                                          int par3,
                                          int par4,
                                          boolean par5)
Render all faces of the piston extension


renderPistonExtension

public boolean renderPistonExtension(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4,
                                     boolean par5)
renders the pushing part of a piston


renderBlockLever

public boolean renderBlockLever(Block par1Block,
                                int par2,
                                int par3,
                                int par4)
Renders a lever block at the given coordinates


renderBlockTripWireSource

public boolean renderBlockTripWireSource(Block par1Block,
                                         int par2,
                                         int par3,
                                         int par4)
Renders a trip wire source block at the given coordinates


renderBlockTripWire

public boolean renderBlockTripWire(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)
Renders a trip wire block at the given coordinates


renderBlockFire

public boolean renderBlockFire(Block par1Block,
                               int par2,
                               int par3,
                               int par4)
Renders a fire block at the given coordinates


renderBlockRedstoneWire

public boolean renderBlockRedstoneWire(Block par1Block,
                                       int par2,
                                       int par3,
                                       int par4)
Renders a redstone wire block at the given coordinates


renderBlockMinecartTrack

public boolean renderBlockMinecartTrack(BlockRail par1BlockRail,
                                        int par2,
                                        int par3,
                                        int par4)
Renders a minecart track block at the given coordinates


renderBlockLadder

public boolean renderBlockLadder(Block par1Block,
                                 int par2,
                                 int par3,
                                 int par4)
Renders a ladder block at the given coordinates


renderBlockVine

public boolean renderBlockVine(Block par1Block,
                               int par2,
                               int par3,
                               int par4)
Render block vine


renderBlockPane

public boolean renderBlockPane(BlockPane par1BlockPane,
                               int par2,
                               int par3,
                               int par4)

renderCrossedSquares

public boolean renderCrossedSquares(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4)
Renders any block requiring croseed squares such as reeds, flowers, and mushrooms


renderBlockStem

public boolean renderBlockStem(Block par1Block,
                               int par2,
                               int par3,
                               int par4)
Render block stem


renderBlockCrops

public boolean renderBlockCrops(Block par1Block,
                                int par2,
                                int par3,
                                int par4)
Render block crops


renderTorchAtAngle

public 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


drawCrossedSquares

public void drawCrossedSquares(Block par1Block,
                               int par2,
                               double par3,
                               double par5,
                               double par7,
                               float par9)
Utility function to draw crossed swuares


renderBlockStemSmall

public void renderBlockStemSmall(Block par1Block,
                                 int par2,
                                 double par3,
                                 double par5,
                                 double par7,
                                 double par9)
Render block stem small


renderBlockLilyPad

public boolean renderBlockLilyPad(Block par1Block,
                                  int par2,
                                  int par3,
                                  int par4)
Render BlockLilyPad


renderBlockStemBig

public void renderBlockStemBig(Block par1Block,
                               int par2,
                               int par3,
                               double par4,
                               double par6,
                               double par8,
                               double par10)
Render block stem big


renderBlockCropsImpl

public void renderBlockCropsImpl(Block par1Block,
                                 int par2,
                                 double par3,
                                 double par5,
                                 double par7)
Render block crops implementation


renderBlockFluids

public boolean renderBlockFluids(Block par1Block,
                                 int par2,
                                 int par3,
                                 int par4)
Renders a block based on the BlockFluids class at the given coordinates


getFluidHeight

public float getFluidHeight(int par1,
                            int par2,
                            int par3,
                            Material par4Material)
Get fluid height


renderBlockSandFalling

public void renderBlockSandFalling(Block par1Block,
                                   World par2World,
                                   int par3,
                                   int par4,
                                   int par5,
                                   int par6)
Renders a falling sand block


renderStandardBlock

public boolean renderStandardBlock(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)
Renders a standard cube block at the given coordinates


renderBlockLog

public boolean renderBlockLog(Block par1Block,
                              int par2,
                              int par3,
                              int par4)
Renders a log block at the given coordinates


renderStandardBlockWithAmbientOcclusion

public boolean renderStandardBlockWithAmbientOcclusion(Block par1Block,
                                                       int par2,
                                                       int par3,
                                                       int par4,
                                                       float par5,
                                                       float par6,
                                                       float par7)

getAoBrightness

public int getAoBrightness(int par1,
                           int par2,
                           int par3,
                           int par4)
Get ambient occlusion brightness


renderStandardBlockWithColorMultiplier

public 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. Args: block, x, y, z, r, g, b


renderBlockCocoa

public boolean renderBlockCocoa(BlockCocoa par1BlockCocoa,
                                int par2,
                                int par3,
                                int par4)
Renders a Cocoa block at the given coordinates


renderBlockBeacon

public boolean renderBlockBeacon(BlockBeacon par1BlockBeacon,
                                 int par2,
                                 int par3,
                                 int par4)
Renders beacon block


renderBlockCactus

public boolean renderBlockCactus(Block par1Block,
                                 int par2,
                                 int par3,
                                 int par4)
Renders a cactus block at the given coordinates


renderBlockCactusImpl

public boolean renderBlockCactusImpl(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4,
                                     float par5,
                                     float par6,
                                     float par7)
Render block cactus implementation


renderBlockFence

public boolean renderBlockFence(BlockFence par1BlockFence,
                                int par2,
                                int par3,
                                int par4)

renderBlockWall

public boolean renderBlockWall(BlockWall par1BlockWall,
                               int par2,
                               int par3,
                               int par4)
Renders wall block


renderBlockDragonEgg

public boolean renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg,
                                    int par2,
                                    int par3,
                                    int par4)

renderBlockFenceGate

public boolean renderBlockFenceGate(BlockFenceGate par1BlockFenceGate,
                                    int par2,
                                    int par3,
                                    int par4)
Render block fence gate


renderBlockStairs

public boolean renderBlockStairs(BlockStairs par1BlockStairs,
                                 int par2,
                                 int par3,
                                 int par4)
Renders a stair block at the given coordinates


renderBlockDoor

public boolean renderBlockDoor(Block par1Block,
                               int par2,
                               int par3,
                               int par4)
Renders a door block at the given coordinates


renderBottomFace

public void renderBottomFace(Block par1Block,
                             double par2,
                             double par4,
                             double par6,
                             int par8)
Renders the given texture to the bottom face of the block. Args: block, x, y, z, texture


renderTopFace

public void renderTopFace(Block par1Block,
                          double par2,
                          double par4,
                          double par6,
                          int par8)
Renders the given texture to the top face of the block. Args: block, x, y, z, texture


renderEastFace

public 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. Args: block, x, y, z, texture


renderWestFace

public 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. Args: block, x, y, z, texture


renderNorthFace

public 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. Args: block, x, y, z, texture


renderSouthFace

public 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. Args: block, x, y, z, texture


renderBlockAsItem

public 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


renderItemIn3d

public 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.