net.minecraft.client.renderer
Class WorldRenderer

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

public class WorldRenderer
extends Object


Field Summary
 int chunkIndex
          Chunk index
static int chunksUpdated
           
 int glOcclusionQuery
          OpenGL occlusion query
 boolean isChunkLit
          Is the chunk lit
 boolean isInFrustum
           
 boolean isVisible
          Is this renderer visible according to the occlusion query
 boolean isWaitingOnOcclusionQuery
          Is this renderer waiting on the result of the occlusion query
 boolean needsUpdate
          Boolean for whether this renderer needs to be updated or not
 int posX
           
 int posXClip
          Pos X clipped
 int posXMinus
          Pos X minus
 int posXPlus
          Pos X plus
 int posY
           
 int posYClip
          Pos Y clipped
 int posYMinus
          Pos Y minus
 int posYPlus
          Pos Y plus
 int posZ
           
 int posZClip
          Pos Z clipped
 int posZMinus
          Pos Z minus
 int posZPlus
          Pos Z plus
 AxisAlignedBB rendererBoundingBox
          Axis aligned bounding box
 boolean[] skipRenderPass
          Should this renderer skip this render pass
 List tileEntityRenderers
          All the tile entities that have special rendering code for this chunk
 World worldObj
          Reference to the World object.
 
Constructor Summary
WorldRenderer(World par1World, List par2List, int par3, int par4, int par5, int par6)
           
 
Method Summary
 void callOcclusionQueryList()
          Renders the occlusion query GL List
 float distanceToEntitySquared(Entity par1Entity)
          Returns the distance of this chunk renderer to the entity without performing the final normalizing square root, for performance reasons.
 int getGLCallListForPass(int par1)
          Takes in the pass the call list is being requested for.
 void markDirty()
          Marks the current renderer data as dirty and needing to be updated.
 void setDontDraw()
          When called this renderer won't draw anymore until its gets initialized again
 void setPosition(int par1, int par2, int par3)
          Sets a new position for the renderer and setting it up so it can be reloaded with the new data for that position
 boolean skipAllRenderPasses()
          Checks if all render passes are to be skipped.
 void stopRendering()
           
 void updateInFrustum(ICamera par1ICamera)
           
 void updateRenderer()
          Will update this chunk renderer
 
Methods inherited from class java.lang.Object
equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
 

Field Detail

worldObj

public World worldObj
Reference to the World object.


chunksUpdated

public static int chunksUpdated

posX

public int posX

posY

public int posY

posZ

public int posZ

posXMinus

public int posXMinus
Pos X minus


posYMinus

public int posYMinus
Pos Y minus


posZMinus

public int posZMinus
Pos Z minus


posXClip

public int posXClip
Pos X clipped


posYClip

public int posYClip
Pos Y clipped


posZClip

public int posZClip
Pos Z clipped


isInFrustum

public boolean isInFrustum

skipRenderPass

public boolean[] skipRenderPass
Should this renderer skip this render pass


posXPlus

public int posXPlus
Pos X plus


posYPlus

public int posYPlus
Pos Y plus


posZPlus

public int posZPlus
Pos Z plus


needsUpdate

public boolean needsUpdate
Boolean for whether this renderer needs to be updated or not


rendererBoundingBox

public AxisAlignedBB rendererBoundingBox
Axis aligned bounding box


chunkIndex

public int chunkIndex
Chunk index


isVisible

public boolean isVisible
Is this renderer visible according to the occlusion query


isWaitingOnOcclusionQuery

public boolean isWaitingOnOcclusionQuery
Is this renderer waiting on the result of the occlusion query


glOcclusionQuery

public int glOcclusionQuery
OpenGL occlusion query


isChunkLit

public boolean isChunkLit
Is the chunk lit


tileEntityRenderers

public List tileEntityRenderers
All the tile entities that have special rendering code for this chunk

Constructor Detail

WorldRenderer

public WorldRenderer(World par1World,
                     List par2List,
                     int par3,
                     int par4,
                     int par5,
                     int par6)
Method Detail

setPosition

public void setPosition(int par1,
                        int par2,
                        int par3)
Sets a new position for the renderer and setting it up so it can be reloaded with the new data for that position


updateRenderer

public void updateRenderer()
Will update this chunk renderer


distanceToEntitySquared

public float distanceToEntitySquared(Entity par1Entity)
Returns the distance of this chunk renderer to the entity without performing the final normalizing square root, for performance reasons.


setDontDraw

public void setDontDraw()
When called this renderer won't draw anymore until its gets initialized again


stopRendering

public void stopRendering()

getGLCallListForPass

public int getGLCallListForPass(int par1)
Takes in the pass the call list is being requested for. Args: renderPass


updateInFrustum

public void updateInFrustum(ICamera par1ICamera)

callOcclusionQueryList

public void callOcclusionQueryList()
Renders the occlusion query GL List


skipAllRenderPasses

public boolean skipAllRenderPasses()
Checks if all render passes are to be skipped. Returns false if the renderer is not initialized


markDirty

public void markDirty()
Marks the current renderer data as dirty and needing to be updated.