历史 - net.minecraft.client.renderer.RenderType$CompositeState

1.21.10

名称

字段

构造函数

方法

1.21.9

名称

gxz$b

hgk$b

字段

构造函数

方法

1.21.8

名称

gxy$b

gxz$b

字段

构造函数

方法

1.21.7

名称

字段

构造函数

方法

1.21.6

名称

gry$b

gxy$b

字段

构造函数

方法

1.21.5

名称

gmj$b

gry$b

字段

RenderStateShard$TransparencyStateShard: c, transparencyState, field_21407, transparency, f_110577_

RenderStateShard$DepthTestStateShard: d, depthTestState, field_21411, depthTest, f_110581_

RenderStateShard$CullStateShard: e, cullState, field_21412, cull, f_110582_

RenderStateShard$LightmapStateShard: f, lightmapState, field_21413, lightmap, f_110583_

RenderStateShard$OverlayStateShard: g, overlayState, field_21414, overlay, f_110584_

RenderStateShard$LayeringStateShard: h, layeringState, field_21416, layering, f_110586_

RenderStateShard$OutputStateShard: i, outputState, field_21417, target, f_110587_

RenderStateShard$OutputStateShard: b, outputState, field_57931, target, f_110587_

RenderStateShard$TexturingStateShard: j, texturingState, field_21418, texturing, f_110588_

RenderStateShard$WriteMaskStateShard: k, writeMaskState, field_21419, writeMaskState, f_110589_

RenderStateShard$LineStateShard: l, lineState, field_21420, lineWidth, f_110590_

com.google.common.collect.ImmutableList<RenderStateShard>: o, states, field_21422, phases, f_110592_

com.google.common.collect.ImmutableList<RenderStateShard>: d, states, field_21422, phases, f_110592_

RenderType$OutlineProperty: n, outlineProperty, field_21852, outlineMode, f_110591_

RenderType$OutlineProperty: c, outlineProperty, field_21852, outlineMode, f_110591_

RenderStateShard$ShaderStateShard: b, shaderState, field_29461, program, f_173274_

RenderStateShard$ColorLogicStateShard: m, colorLogicState, field_44825, colorLogic, f_285566_

构造函数

(RenderStateShard$EmptyTextureStateShard, RenderStateShard$ShaderStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderStateShard$ColorLogicStateShard, RenderType$OutlineProperty)

(RenderStateShard$EmptyTextureStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$LineStateShard, RenderType$OutlineProperty)

方法

1.21.4

名称

glv$b

gmj$b

字段

构造函数

方法

1.21.3

名称

gfh$b

glv$b

字段

构造函数

方法

1.21.1

名称

字段

构造函数

方法

1.21

名称

gdy$b

gfh$b

字段

构造函数

方法

1.20.6

名称

ftp$b

gdy$b

字段

构造函数

方法

1.20.4

名称

fom$b

ftp$b

字段

构造函数

方法

1.20.2

名称

fkf$b

fom$b

字段

构造函数

方法

1.20.1

名称

fio$b

fkf$b

字段

com.google.common.collect.ImmutableList<RenderStateShard>: n, states, field_21422, phases, f_110592_

com.google.common.collect.ImmutableList<RenderStateShard>: o, states, field_21422, phases, f_110592_

RenderType$OutlineProperty: m, outlineProperty, field_21852, outlineMode, f_110591_

RenderType$OutlineProperty: n, outlineProperty, field_21852, outlineMode, f_110591_

RenderStateShard$ColorLogicStateShard: m, colorLogicState, field_44825, colorLogic, f_285566_

构造函数

(RenderStateShard$EmptyTextureStateShard, RenderStateShard$ShaderStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderType$OutlineProperty)

(RenderStateShard$EmptyTextureStateShard, RenderStateShard$ShaderStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderStateShard$ColorLogicStateShard, RenderType$OutlineProperty)

方法

1.19.4

名称

fed$b

fio$b

字段

构造函数

方法

1.19.3

名称

faa$b

fed$b

字段

RenderStateShard$ShaderStateShard: b, shaderState, field_29461, shader, f_173274_

RenderStateShard$ShaderStateShard: b, shaderState, field_29461, program, f_173274_

构造函数

方法

1.19.2

名称

net.minecraft.src.C_4172_

net.minecraft.src.C_4168_$C_4172_

字段

构造函数

方法

1.19.1

名称

eyc$b

faa$b

字段

构造函数

方法

1.19

名称

era$b

eyc$b

net.minecraft.src.C_4168_$C_4172_

net.minecraft.src.C_4172_

字段

构造函数

方法

1.18.2

名称

ept$b

era$b

字段

构造函数

方法

1.18.1

名称

字段

构造函数

方法

1.18

名称

enq$b

ept$b

字段

构造函数

方法

1.17.1

名称

enp$b

enq$b

字段

构造函数

方法

1.17

名称

eao$b

enp$b

net.minecraft.client.renderer.RenderType$State

net.minecraft.src.C_4168_$C_4172_

字段

RenderStateShard$TextureStateShard: a, textureState, field_21406, texture, field_228677_a_

RenderStateShard$TransparencyStateShard: b, transparencyState, field_21407, transparency, field_228678_b_

RenderStateShard$TransparencyStateShard: c, transparencyState, field_21407, transparency, f_110577_

RenderStateShard$DiffuseLightingStateShard: c, diffuseLightingState, field_21408, diffuseLighting, field_228679_c_

RenderStateShard$ShadeModelStateShard: d, shadeModelState, field_21409, shadeModel, field_228680_d_

RenderStateShard$AlphaStateShard: e, alphaState, field_21410, alpha, field_228681_e_

RenderStateShard$DepthTestStateShard: f, depthTestState, field_21411, depthTest, field_228682_f_

RenderStateShard$DepthTestStateShard: d, depthTestState, field_21411, depthTest, f_110581_

RenderStateShard$CullStateShard: g, cullState, field_21412, cull, field_228683_g_

RenderStateShard$CullStateShard: e, cullState, field_21412, cull, f_110582_

RenderStateShard$LightmapStateShard: h, lightmapState, field_21413, lightmap, field_228684_h_

RenderStateShard$LightmapStateShard: f, lightmapState, field_21413, lightmap, f_110583_

RenderStateShard$OverlayStateShard: i, overlayState, field_21414, overlay, field_228685_i_

RenderStateShard$OverlayStateShard: g, overlayState, field_21414, overlay, f_110584_

RenderStateShard$FogStateShard: j, fogState, field_21415, fog, field_228686_j_

RenderStateShard$LayeringStateShard: k, layeringState, field_21416, layering, field_228687_k_

RenderStateShard$LayeringStateShard: h, layeringState, field_21416, layering, f_110586_

RenderStateShard$OutputStateShard: l, outputState, field_21417, target, field_228688_l_

RenderStateShard$OutputStateShard: i, outputState, field_21417, target, f_110587_

RenderStateShard$TexturingStateShard: m, texturingState, field_21418, texturing, field_228689_m_

RenderStateShard$TexturingStateShard: j, texturingState, field_21418, texturing, f_110588_

RenderStateShard$WriteMaskStateShard: n, writeMaskState, field_21419, writeMaskState, field_228690_n_

RenderStateShard$WriteMaskStateShard: k, writeMaskState, field_21419, writeMaskState, f_110589_

RenderStateShard$LineStateShard: o, lineState, field_21420, lineWidth, field_228691_o_

RenderStateShard$LineStateShard: l, lineState, field_21420, lineWidth, f_110590_

com.google.common.collect.ImmutableList<RenderStateShard>: q, states, field_21422, phases, field_228693_q_

com.google.common.collect.ImmutableList<RenderStateShard>: n, states, field_21422, phases, f_110592_

RenderType$OutlineProperty: p, outlineProperty, field_21852, outlineMode, field_230171_p_

RenderType$OutlineProperty: m, outlineProperty, field_21852, outlineMode, f_110591_

RenderStateShard$EmptyTextureStateShard: a, textureState, field_21406, texture, f_110576_

RenderStateShard$ShaderStateShard: b, shaderState, field_29461, shader, f_173274_

构造函数

(RenderStateShard$TextureStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DiffuseLightingStateShard, RenderStateShard$ShadeModelStateShard, RenderStateShard$AlphaStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$FogStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderType$OutlineProperty)

(RenderStateShard$EmptyTextureStateShard, RenderStateShard$ShaderStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderType$OutlineProperty)

方法

RenderType$CompositeState$CompositeStateBuilder (): a, builder, method_23598, builder, func_228694_a_

RenderType$CompositeState$CompositeStateBuilder (): a, builder, method_23598, builder, m_110628_

1.16.5

名称

字段

构造函数

方法

1.16.4

名称

eag$b

eao$b

字段

构造函数

方法

1.16.3

名称

字段

构造函数

方法

1.16.2

名称

ech$b

eag$b

字段

构造函数

方法

1.16.1

名称

drb$b

ech$b

字段

构造函数

方法

1.15.2

名称

dqy$b

drb$b

字段

boolean: p, affectsOutline, field_21421, textured, field_228692_p_

RenderType$OutlineProperty: p, outlineProperty, field_21852, outlineMode, field_230171_p_

构造函数

(RenderStateShard$TextureStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DiffuseLightingStateShard, RenderStateShard$ShadeModelStateShard, RenderStateShard$AlphaStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$FogStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, boolean)

(RenderStateShard$TextureStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DiffuseLightingStateShard, RenderStateShard$ShadeModelStateShard, RenderStateShard$AlphaStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$FogStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, RenderType$OutlineProperty)

方法

1.15.1

名称

字段

构造函数

方法

1.15

名称

dqy$b

net.minecraft.client.renderer.RenderType$CompositeState

net.minecraft.class_1921$class_4688

net.minecraft.client.render.RenderLayer$MultiPhaseParameters

net.minecraft.client.renderer.RenderType$State

字段

RenderStateShard$TextureStateShard: a, textureState, field_21406, texture, field_228677_a_

RenderStateShard$TransparencyStateShard: b, transparencyState, field_21407, transparency, field_228678_b_

RenderStateShard$DiffuseLightingStateShard: c, diffuseLightingState, field_21408, diffuseLighting, field_228679_c_

RenderStateShard$ShadeModelStateShard: d, shadeModelState, field_21409, shadeModel, field_228680_d_

RenderStateShard$AlphaStateShard: e, alphaState, field_21410, alpha, field_228681_e_

RenderStateShard$DepthTestStateShard: f, depthTestState, field_21411, depthTest, field_228682_f_

RenderStateShard$CullStateShard: g, cullState, field_21412, cull, field_228683_g_

RenderStateShard$LightmapStateShard: h, lightmapState, field_21413, lightmap, field_228684_h_

RenderStateShard$OverlayStateShard: i, overlayState, field_21414, overlay, field_228685_i_

RenderStateShard$FogStateShard: j, fogState, field_21415, fog, field_228686_j_

RenderStateShard$LayeringStateShard: k, layeringState, field_21416, layering, field_228687_k_

RenderStateShard$OutputStateShard: l, outputState, field_21417, target, field_228688_l_

RenderStateShard$TexturingStateShard: m, texturingState, field_21418, texturing, field_228689_m_

RenderStateShard$WriteMaskStateShard: n, writeMaskState, field_21419, writeMaskState, field_228690_n_

RenderStateShard$LineStateShard: o, lineState, field_21420, lineWidth, field_228691_o_

boolean: p, affectsOutline, field_21421, textured, field_228692_p_

com.google.common.collect.ImmutableList<RenderStateShard>: q, states, field_21422, phases, field_228693_q_

构造函数

(RenderStateShard$TextureStateShard, RenderStateShard$TransparencyStateShard, RenderStateShard$DiffuseLightingStateShard, RenderStateShard$ShadeModelStateShard, RenderStateShard$AlphaStateShard, RenderStateShard$DepthTestStateShard, RenderStateShard$CullStateShard, RenderStateShard$LightmapStateShard, RenderStateShard$OverlayStateShard, RenderStateShard$FogStateShard, RenderStateShard$LayeringStateShard, RenderStateShard$OutputStateShard, RenderStateShard$TexturingStateShard, RenderStateShard$WriteMaskStateShard, RenderStateShard$LineStateShard, boolean)

方法

RenderType$CompositeState$CompositeStateBuilder (): a, builder, method_23598, builder, func_228694_a_