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_