|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |
java.lang.Objectnet.minecraft.client.renderer.WorldRenderer
public class WorldRenderer
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 |
---|
public World worldObj
public static int chunksUpdated
public int posX
public int posY
public int posZ
public int posXMinus
public int posYMinus
public int posZMinus
public int posXClip
public int posYClip
public int posZClip
public boolean isInFrustum
public boolean[] skipRenderPass
public int posXPlus
public int posYPlus
public int posZPlus
public boolean needsUpdate
public AxisAlignedBB rendererBoundingBox
public int chunkIndex
public boolean isVisible
public boolean isWaitingOnOcclusionQuery
public int glOcclusionQuery
public boolean isChunkLit
public List tileEntityRenderers
Constructor Detail |
---|
public WorldRenderer(World par1World, List par2List, int par3, int par4, int par5, int par6)
Method Detail |
---|
public void setPosition(int par1, int par2, int par3)
public void updateRenderer()
public float distanceToEntitySquared(Entity par1Entity)
public void setDontDraw()
public void stopRendering()
public int getGLCallListForPass(int par1)
public void updateInFrustum(ICamera par1ICamera)
public void callOcclusionQueryList()
public boolean skipAllRenderPasses()
public void markDirty()
|
||||||||||
PREV CLASS NEXT CLASS | FRAMES NO FRAMES | |||||||||
SUMMARY: NESTED | FIELD | CONSTR | METHOD | DETAIL: FIELD | CONSTR | METHOD |