历史 - net.minecraft.client.renderer.PostPass$TargetInput
1.21.11
名称
hgf$b
hox$c
字段
构造函数
方法
void (Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, cleanup, method_62261, postRender, m_351787_
ResourceLocation (): b, targetId, comp_3035, targetId, f_348767_
Identifier (): c, targetId, comp_3035, targetId, f_348767_
boolean (): c, depthBuffer, comp_3036, depthBuffer, f_347500_
boolean (): d, depthBuffer, comp_3036, depthBuffer, f_347500_
boolean (): d, bilinear, comp_3037, bilinear, f_347005_
boolean (): b, bilinear, comp_3037, bilinear, m_353771_
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
gxu$b
hgf$b
字段
构造函数
方法
1.21.8
名称
gxt$b
gxu$b
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
grt$b
gxt$b
字段
构造函数
方法
ResourceHandle<RenderTarget> (Map<ResourceLocation, ResourceHandle<RenderTarget>>): b, getHandle, method_62262, getTarget, m_357111_
ResourceHandle<RenderTarget> (Map<ResourceLocation, ResourceHandle<RenderTarget>>): c, getHandle, method_62262, getTarget, m_357111_
String (): a, samplerName, comp_3034, samplerName, f_348537_
String (): a, samplerName, comp_3038, samplerName, m_355302_
void (RenderPass, Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, bindTo, method_62260, bindSampler, m_352090_
GpuTextureView (Map<ResourceLocation, ResourceHandle<RenderTarget>>): b, texture, method_71128, getTexture, m_352090_
1.21.5
名称
gmf$b
grt$b
字段
构造函数
方法
void (CompiledShaderProgram, Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, bindTo, method_62260, bind, m_352090_
void (RenderPass, Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, bindTo, method_62260, bindSampler, m_352090_
1.21.4
名称
glr$b
gmf$b
字段
构造函数
方法
1.21.3
名称
glr$b
net.minecraft.client.renderer.PostPass$TargetInput
net.minecraft.class_283$class_9972
net.minecraft.client.gl.PostEffectPass$TargetSampler
net.minecraft.src.C_4146_$C_345643_
字段
String: a, samplerName, comp_3034, samplerName, f_348537_
ResourceLocation: b, targetId, comp_3035, targetId, f_348767_
boolean: c, depthBuffer, comp_3036, depthBuffer, f_347500_
boolean: d, bilinear, comp_3037, bilinear, f_347005_
构造函数
(String, ResourceLocation, boolean, boolean)
方法
ResourceHandle<RenderTarget> (Map<ResourceLocation, ResourceHandle<RenderTarget>>): b, getHandle, method_62262, getTarget, m_357111_
void (FramePass, Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, addToPass, method_62259, preRender, m_353325_
void (CompiledShaderProgram, Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, bindTo, method_62260, bind, m_352090_
void (Map<ResourceLocation, ResourceHandle<RenderTarget>>): a, cleanup, method_62261, postRender, m_351787_
String (): a, samplerName, comp_3034, samplerName, f_348537_
ResourceLocation (): b, targetId, comp_3035, targetId, f_348767_
boolean (): c, depthBuffer, comp_3036, depthBuffer, f_347500_
boolean (): d, bilinear, comp_3037, bilinear, f_347005_