历史 - net.minecraft.client.renderer.chunk.SectionRenderDispatcher
1.21.11
名称
hlc
hts
字段
构造函数
方法
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
hbl
hlc
字段
构造函数
方法
1.21.8
名称
hbk
hbl
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
gvd
hbk
字段
Vec3: k, camera, field_18766, cameraPosition, f_290602_
Vec3: l, cameraPosition, field_18766, cameraPosition, f_399080_
int: e, toBatchCount, field_20992, queuedTaskCount, f_290603_
SectionBufferBuilderPack: c, fixedBuffers, field_20828, buffers, f_290794_
SectionBufferBuilderPack: e, fixedBuffers, field_20828, buffers, f_290794_
LevelRenderer: j, renderer, field_20832, worldRenderer, f_290611_
LevelRenderer: k, renderer, field_20832, worldRenderer, f_290611_
ClientLevel: i, level, field_20831, world, f_291400_
ClientLevel: j, level, field_20831, world, f_291400_
SectionBufferBuilderPool: d, bufferPool, field_46907, buffersPool, f_302374_
SectionBufferBuilderPool: f, bufferPool, field_46907, buffersPool, f_302374_
boolean: f, closed, field_46908, stopped, f_302977_
boolean: g, closed, field_46908, stopped, f_302977_
SectionCompiler: l, sectionCompiler, field_52171, sectionBuilder, f_337370_
SectionCompiler: m, sectionCompiler, field_52171, sectionBuilder, f_337370_
ConsecutiveExecutor: g, consecutiveExecutor, field_54167, consecutiveExecutor, f_347986_
ConsecutiveExecutor: h, consecutiveExecutor, field_54167, consecutiveExecutor, f_347986_
TracingExecutor: h, executor, field_20830, executor, f_291206_
TracingExecutor: i, executor, field_20830, executor, f_291206_
Executor: c, mainThreadUploadExecutor, field_61028, uploadExecutor, f_399201_
Queue<SectionMesh>: d, toClose, field_61029, renderQueue, f_398812_
构造函数
方法
String (): a, getStats, method_3622, getDebugString, m_292950_
String (): e, getStats, method_3622, getDebugString, m_292950_
void (): g, blockUntilClear, method_3632, reset, m_295714_
void (): k, clearBatchQueue, method_3633, clear, m_295487_
boolean (): h, isQueueEmpty, method_3630, isEmpty, m_293214_
boolean (): c, isQueueEmpty, method_3630, isEmpty, m_293214_
void (): i, dispose, method_3619, stop, m_294449_
void (): d, dispose, method_3619, stop, m_294449_
void (Vec3): a, setCamera, method_19419, setCameraPosition, m_294870_
void (Vec3): a, setCameraPosition, method_19419, setCameraPosition, m_401488_
Vec3 (): e, getCameraPosition, method_19420, getCameraPosition, m_293014_
void (): j, runTask, method_22763, scheduleRunTasks, m_293371_
void (): i, runTask, method_22763, scheduleRunTasks, m_293371_
int (): b, getToBatchCount, method_34845, getToBatchCount, m_293066_
int (): c, getToUpload, method_34846, getChunksToUpload, m_294057_
int (): g, getToUpload, method_34846, getChunksToUpload, m_294057_
int (): d, getFreeBufferCount, method_34847, getFreeBufferCount, m_293327_
int (): h, getFreeBufferCount, method_34847, getFreeBufferCount, m_293327_
void (): f, uploadAllPendingUploads, method_22761, upload, m_295287_
void (): a, uploadAllPendingUploads, method_22761, upload, m_295287_
void (): b, clearCompileQueue, method_72045, cancelAllTasks, m_401621_
int (): f, getCompileQueueSize, method_72046, getScheduledTaskCount, m_401254_
1.21.5
名称
gpn
gvd
字段
构造函数
方法
CompletableFuture<Void> (MeshData, VertexBuffer): a, uploadSectionLayer, method_3635, scheduleUpload, m_292947_
CompletableFuture<Void> (ByteBufferBuilder$Result, VertexBuffer): a, uploadSectionIndexBuffer, method_60906, scheduleIndexBufferUpload, m_339467_
1.21.4
名称
goy
gpn
字段
构造函数
方法
1.21.3
名称
gia
goy
字段
Queue<Runnable>: e, toUpload, field_4443, uploadQueue, f_290841_
Queue<Runnable>: b, toUpload, field_4443, uploadQueue, f_290841_
Vec3: n, camera, field_18766, cameraPosition, f_290602_
Vec3: k, camera, field_18766, cameraPosition, f_290602_
int: h, toBatchCount, field_20992, queuedTaskCount, f_290603_
int: e, toBatchCount, field_20992, queuedTaskCount, f_290603_
SectionBufferBuilderPack: f, fixedBuffers, field_20828, buffers, f_290794_
SectionBufferBuilderPack: c, fixedBuffers, field_20828, buffers, f_290794_
ProcessorMailbox<Runnable>: j, mailbox, field_20829, mailbox, f_290713_
Executor: k, executor, field_20830, executor, f_291206_
LevelRenderer: m, renderer, field_20832, worldRenderer, f_290611_
LevelRenderer: j, renderer, field_20832, worldRenderer, f_290611_
int: a, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_291537_
Queue<SectionRenderDispatcher$RenderSection$CompileTask>: c, toBatchLowPriority, field_35302, taskQueue, f_291696_
int: d, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_291840_
ClientLevel: l, level, field_20831, world, f_291400_
ClientLevel: i, level, field_20831, world, f_291400_
PriorityBlockingQueue<SectionRenderDispatcher$RenderSection$CompileTask>: b, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_290449_
SectionBufferBuilderPool: g, bufferPool, field_46907, buffersPool, f_302374_
SectionBufferBuilderPool: d, bufferPool, field_46907, buffersPool, f_302374_
boolean: i, closed, field_46908, stopped, f_302977_
boolean: f, closed, field_46908, stopped, f_302977_
SectionCompiler: o, sectionCompiler, field_52171, field_52171, f_337370_
SectionCompiler: l, sectionCompiler, field_52171, sectionBuilder, f_337370_
CompileTaskDynamicQueue: a, compileQueue, field_53957, scheduler, f_348011_
ConsecutiveExecutor: g, consecutiveExecutor, field_54167, consecutiveExecutor, f_347986_
TracingExecutor: h, executor, field_20830, executor, f_291206_
构造函数
(ClientLevel, LevelRenderer, Executor, RenderBuffers, BlockRenderDispatcher, BlockEntityRenderDispatcher)
(ClientLevel, LevelRenderer, TracingExecutor, RenderBuffers, BlockRenderDispatcher, BlockEntityRenderDispatcher)
方法
void (): l, clearBatchQueue, method_3633, clear, m_295487_
void (): k, clearBatchQueue, method_3633, clear, m_295487_
SectionRenderDispatcher$RenderSection$CompileTask (): k, pollTask, method_39132, pollTask, m_293164_
CompletableFuture<Void> (ByteBufferBuilder$Result, VertexBuffer): a, uploadSectionIndexBuffer, method_60906, method_60906, m_339467_
CompletableFuture<Void> (ByteBufferBuilder$Result, VertexBuffer): a, uploadSectionIndexBuffer, method_60906, scheduleIndexBufferUpload, m_339467_
1.21.1
名称
字段
构造函数
方法
1.21
名称
ggq
gia
字段
SectionCompiler: o, sectionCompiler, field_52171, field_52171, f_337370_
构造函数
(ClientLevel, LevelRenderer, Executor, RenderBuffers)
(ClientLevel, LevelRenderer, Executor, RenderBuffers, BlockRenderDispatcher, BlockEntityRenderDispatcher)
方法
CompletableFuture<Void> (BufferBuilder$RenderedBuffer, VertexBuffer): a, uploadSectionLayer, method_3635, scheduleUpload, m_292947_
CompletableFuture<Void> (MeshData, VertexBuffer): a, uploadSectionLayer, method_3635, scheduleUpload, m_292947_
CompletableFuture<Void> (ByteBufferBuilder$Result, VertexBuffer): a, uploadSectionIndexBuffer, method_60906, method_60906, m_339467_
1.20.6
名称
fwg
ggq
字段
构造函数
方法
1.20.4
名称
frc
fwg
字段
Queue<Runnable>: h, toUpload, field_4443, uploadQueue, f_290841_
Queue<Runnable>: e, toUpload, field_4443, uploadQueue, f_290841_
Vec3: p, camera, field_18766, cameraPosition, f_290602_
Vec3: n, camera, field_18766, cameraPosition, f_290602_
Queue<SectionBufferBuilderPack>: g, freeBuffers, field_20827, threadBuffers, f_290858_
int: i, toBatchCount, field_20992, queuedTaskCount, f_290603_
int: h, toBatchCount, field_20992, queuedTaskCount, f_290603_
int: j, freeBufferCount, field_20993, bufferCount, f_291113_
SectionBufferBuilderPack: k, fixedBuffers, field_20828, buffers, f_290794_
SectionBufferBuilderPack: f, fixedBuffers, field_20828, buffers, f_290794_
ProcessorMailbox<Runnable>: l, mailbox, field_20829, mailbox, f_290713_
ProcessorMailbox<Runnable>: j, mailbox, field_20829, mailbox, f_290713_
Executor: m, executor, field_20830, executor, f_291206_
Executor: k, executor, field_20830, executor, f_291206_
LevelRenderer: o, renderer, field_20832, worldRenderer, f_290611_
LevelRenderer: m, renderer, field_20832, worldRenderer, f_290611_
int: b, MAX_WORKERS_32_BIT, field_32831, field_32831, f_290396_
int: c, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_291537_
int: a, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_291537_
Queue<SectionRenderDispatcher$RenderSection$CompileTask>: e, toBatchLowPriority, field_35302, taskQueue, f_291696_
Queue<SectionRenderDispatcher$RenderSection$CompileTask>: c, toBatchLowPriority, field_35302, taskQueue, f_291696_
int: f, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_291840_
int: d, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_291840_
ClientLevel: n, level, field_20831, world, f_291400_
ClientLevel: l, level, field_20831, world, f_291400_
org.slf4j.Logger: a, LOGGER, field_4445, LOGGER, f_291440_
PriorityBlockingQueue<SectionRenderDispatcher$RenderSection$CompileTask>: d, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_290449_
PriorityBlockingQueue<SectionRenderDispatcher$RenderSection$CompileTask>: b, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_290449_
SectionBufferBuilderPool: g, bufferPool, field_46907, buffersPool, f_302374_
boolean: i, closed, field_46908, stopped, f_302977_
构造函数
(ClientLevel, LevelRenderer, Executor, boolean, SectionBufferBuilderPack)
(ClientLevel, LevelRenderer, Executor, RenderBuffers)
方法
1.20.2
名称
fmp
frc
net.minecraft.client.renderer.chunk.ChunkRenderDispatcher
net.minecraft.client.renderer.chunk.SectionRenderDispatcher
net.minecraft.src.C_4261_
net.minecraft.src.C_290152_
字段
Queue<Runnable>: i, toUpload, field_4443, uploadQueue, f_112675_
Queue<Runnable>: h, toUpload, field_4443, uploadQueue, f_290841_
Vec3: q, camera, field_18766, cameraPosition, f_112683_
Vec3: p, camera, field_18766, cameraPosition, f_290602_
Queue<ChunkBufferBuilderPack>: h, freeBuffers, field_20827, threadBuffers, f_112674_
Queue<SectionBufferBuilderPack>: g, freeBuffers, field_20827, threadBuffers, f_290858_
int: j, toBatchCount, field_20992, queuedTaskCount, f_112676_
int: i, toBatchCount, field_20992, queuedTaskCount, f_290603_
int: k, freeBufferCount, field_20993, bufferCount, f_112677_
int: j, freeBufferCount, field_20993, bufferCount, f_291113_
ChunkBufferBuilderPack: l, fixedBuffers, field_20828, buffers, f_112678_
SectionBufferBuilderPack: k, fixedBuffers, field_20828, buffers, f_290794_
ProcessorMailbox<Runnable>: m, mailbox, field_20829, mailbox, f_112679_
ProcessorMailbox<Runnable>: l, mailbox, field_20829, mailbox, f_290713_
Executor: n, executor, field_20830, executor, f_112680_
Executor: m, executor, field_20830, executor, f_291206_
LevelRenderer: p, renderer, field_20832, worldRenderer, f_112682_
LevelRenderer: o, renderer, field_20832, worldRenderer, f_290611_
int: b, MAX_WORKERS_32_BIT, field_32831, field_32831, f_173707_
int: b, MAX_WORKERS_32_BIT, field_32831, field_32831, f_290396_
VertexFormat: c, VERTEX_FORMAT, field_29500, POSITION_COLOR_TEXTURE_LIGHT_NORMAL, f_173708_
int: d, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_194400_
int: c, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_291537_
Queue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: f, toBatchLowPriority, field_35302, taskQueue, f_194402_
Queue<SectionRenderDispatcher$RenderSection$CompileTask>: e, toBatchLowPriority, field_35302, taskQueue, f_291696_
int: g, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_194403_
int: f, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_291840_
ClientLevel: o, level, field_20831, world, f_112681_
ClientLevel: n, level, field_20831, world, f_291400_
org.slf4j.Logger: a, LOGGER, field_4445, LOGGER, f_112672_
org.slf4j.Logger: a, LOGGER, field_4445, LOGGER, f_291440_
PriorityBlockingQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: e, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_194401_
PriorityBlockingQueue<SectionRenderDispatcher$RenderSection$CompileTask>: d, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_290449_
构造函数
方法
String (): a, getStats, method_3622, getDebugString, m_112719_
String (): a, getStats, method_3622, getDebugString, m_292950_
void (): g, blockUntilClear, method_3632, reset, m_112731_
void (): g, blockUntilClear, method_3632, reset, m_295714_
void (): l, clearBatchQueue, method_3633, clear, m_112735_
void (): l, clearBatchQueue, method_3633, clear, m_295487_
boolean (): h, isQueueEmpty, method_3630, isEmpty, m_112732_
boolean (): h, isQueueEmpty, method_3630, isEmpty, m_293214_
void (): i, dispose, method_3619, stop, m_112733_
void (): i, dispose, method_3619, stop, m_294449_
void (Vec3): a, setCamera, method_19419, setCameraPosition, m_112693_
void (Vec3): a, setCamera, method_19419, setCameraPosition, m_294870_
Vec3 (): e, getCameraPosition, method_19420, getCameraPosition, m_112727_
Vec3 (): e, getCameraPosition, method_19420, getCameraPosition, m_293014_
void (): j, runTask, method_22763, scheduleRunTasks, m_112734_
void (): j, runTask, method_22763, scheduleRunTasks, m_293371_
void (ChunkRenderDispatcher$RenderChunk$ChunkCompileTask): a, schedule, method_22756, send, m_112709_
void (SectionRenderDispatcher$RenderSection$CompileTask): a, schedule, method_22756, send, m_294204_
int (): b, getToBatchCount, method_34845, getToBatchCount, m_173712_
int (): b, getToBatchCount, method_34845, getToBatchCount, m_293066_
int (): c, getToUpload, method_34846, getChunksToUpload, m_173713_
int (): c, getToUpload, method_34846, getChunksToUpload, m_294057_
int (): d, getFreeBufferCount, method_34847, getFreeBufferCount, m_173714_
int (): d, getFreeBufferCount, method_34847, getFreeBufferCount, m_293327_
void (ClientLevel): a, setLevel, method_22752, setWorld, m_194410_
void (ClientLevel): a, setLevel, method_22752, setWorld, m_293166_
ChunkRenderDispatcher$RenderChunk$ChunkCompileTask (): k, pollTask, method_39132, pollTask, m_194418_
SectionRenderDispatcher$RenderSection$CompileTask (): k, pollTask, method_39132, pollTask, m_293164_
void (): f, uploadAllPendingUploads, method_22761, upload, m_194417_
void (): f, uploadAllPendingUploads, method_22761, upload, m_295287_
void (ChunkRenderDispatcher$RenderChunk, RenderRegionCache): a, rebuildChunkSync, method_3627, rebuild, m_200431_
void (SectionRenderDispatcher$RenderSection, RenderRegionCache): a, rebuildSectionSync, method_3627, rebuild, m_295202_
CompletableFuture<Void> (BufferBuilder$RenderedBuffer, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, m_234450_
CompletableFuture<Void> (BufferBuilder$RenderedBuffer, VertexBuffer): a, uploadSectionLayer, method_3635, scheduleUpload, m_292947_
1.20.1
名称
fky
fmp
字段
构造函数
方法
1.19.4
名称
fgl
fky
字段
构造函数
方法
1.19.3
名称
fch
fgl
字段
构造函数
方法
1.19.2
名称
字段
构造函数
方法
1.19.1
名称
faj
fch
字段
构造函数
方法
1.19
名称
eth
faj
字段
构造函数
方法
CompletableFuture<Void> (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, m_112695_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): b, doUploadChunkLayer, method_22759, upload, m_112720_
CompletableFuture<Void> (BufferBuilder$RenderedBuffer, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, m_234450_
1.18.2
名称
esa
eth
字段
org.apache.logging.log4j.Logger: a, LOGGER, field_4445, LOGGER, f_112672_
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: e, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_194401_
org.slf4j.Logger: a, LOGGER, field_4445, LOGGER, f_112672_
PriorityBlockingQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: e, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_194401_
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
epx
esa
字段
Queue<Runnable>: f, toUpload, field_4443, uploadQueue, f_112675_
Queue<Runnable>: i, toUpload, field_4443, uploadQueue, f_112675_
Vec3: n, camera, field_18766, cameraPosition, f_112683_
Vec3: q, camera, field_18766, cameraPosition, f_112683_
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: d, toBatch, field_4435, rebuildQueue, f_112673_
Queue<ChunkBufferBuilderPack>: e, freeBuffers, field_20827, threadBuffers, f_112674_
Queue<ChunkBufferBuilderPack>: h, freeBuffers, field_20827, threadBuffers, f_112674_
int: g, toBatchCount, field_20992, queuedTaskCount, f_112676_
int: j, toBatchCount, field_20992, queuedTaskCount, f_112676_
int: h, freeBufferCount, field_20993, bufferCount, f_112677_
int: k, freeBufferCount, field_20993, bufferCount, f_112677_
ChunkBufferBuilderPack: i, fixedBuffers, field_20828, buffers, f_112678_
ChunkBufferBuilderPack: l, fixedBuffers, field_20828, buffers, f_112678_
ProcessorMailbox<Runnable>: j, mailbox, field_20829, mailbox, f_112679_
ProcessorMailbox<Runnable>: m, mailbox, field_20829, mailbox, f_112679_
Executor: k, executor, field_20830, executor, f_112680_
Executor: n, executor, field_20830, executor, f_112680_
Level: l, level, field_20831, world, f_112681_
LevelRenderer: m, renderer, field_20832, worldRenderer, f_112682_
LevelRenderer: p, renderer, field_20832, worldRenderer, f_112682_
int: d, MAX_HIGH_PRIORITY_QUOTA, field_35300, field_35300, f_194400_
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: e, toBatchHighPriority, field_35301, prioritizedTaskQueue, f_194401_
Queue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: f, toBatchLowPriority, field_35302, taskQueue, f_194402_
int: g, highPriorityQuota, field_35303, processablePrioritizedTaskCount, f_194403_
ClientLevel: o, level, field_20831, world, f_112681_
构造函数
(Level, LevelRenderer, Executor, boolean, ChunkBufferBuilderPack)
(ClientLevel, LevelRenderer, Executor, boolean, ChunkBufferBuilderPack)
方法
void (): k, clearBatchQueue, method_3633, clear, m_112735_
void (): l, clearBatchQueue, method_3633, clear, m_112735_
void (Level): a, setLevel, method_22752, setWorld, m_112691_
boolean (): f, uploadAllPendingUploads, method_22761, upload, m_112730_
void (ChunkRenderDispatcher$RenderChunk): a, rebuildChunkSync, method_3627, rebuild, m_112715_
void (ClientLevel): a, setLevel, method_22752, setWorld, m_194410_
ChunkRenderDispatcher$RenderChunk$ChunkCompileTask (): k, pollTask, method_39132, pollTask, m_194418_
void (): f, uploadAllPendingUploads, method_22761, upload, m_194417_
void (ChunkRenderDispatcher$RenderChunk, RenderRegionCache): a, rebuildChunkSync, method_3627, rebuild, m_200431_
1.17.1
名称
epw
epx
字段
构造函数
方法
1.17
名称
ecu
epw
net.minecraft.client.renderer.chunk.ChunkRenderDispatcher
net.minecraft.src.C_4261_
字段
org.apache.logging.log4j.Logger: a, LOGGER, field_4445, LOGGER, field_178523_a
org.apache.logging.log4j.Logger: a, LOGGER, field_4445, LOGGER, f_112672_
Queue<Runnable>: d, toUpload, field_4443, uploadQueue, field_228887_d_
Queue<Runnable>: f, toUpload, field_4443, uploadQueue, f_112675_
Vec3: l, camera, field_18766, cameraPosition, field_217672_l
Vec3: n, camera, field_18766, cameraPosition, f_112683_
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: b, toBatch, field_4435, rebuildQueue, field_228885_b_
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: d, toBatch, field_4435, rebuildQueue, f_112673_
Queue<ChunkBufferBuilderPack>: c, freeBuffers, field_20827, threadBuffers, field_228886_c_
Queue<ChunkBufferBuilderPack>: e, freeBuffers, field_20827, threadBuffers, f_112674_
int: e, toBatchCount, field_20992, queuedTaskCount, field_228888_e_
int: g, toBatchCount, field_20992, queuedTaskCount, f_112676_
int: f, freeBufferCount, field_20993, bufferCount, field_228889_f_
int: h, freeBufferCount, field_20993, bufferCount, f_112677_
ChunkBufferBuilderPack: g, fixedBuffers, field_20828, buffers, field_228890_g_
ChunkBufferBuilderPack: i, fixedBuffers, field_20828, buffers, f_112678_
ProcessorMailbox<Runnable>: h, mailbox, field_20829, mailbox, field_228891_h_
ProcessorMailbox<Runnable>: j, mailbox, field_20829, mailbox, f_112679_
Executor: i, executor, field_20830, executor, field_228892_i_
Executor: k, executor, field_20830, executor, f_112680_
Level: j, level, field_20831, world, field_228893_j_
Level: l, level, field_20831, world, f_112681_
LevelRenderer: k, renderer, field_20832, worldRenderer, field_228894_k_
LevelRenderer: m, renderer, field_20832, worldRenderer, f_112682_
int: b, MAX_WORKERS_32_BIT, field_32831, field_32831, f_173707_
VertexFormat: c, VERTEX_FORMAT, field_29500, POSITION_COLOR_TEXTURE_LIGHT_NORMAL, f_173708_
构造函数
方法
String (): b, getStats, method_3622, getDebugString, func_178504_a
String (): a, getStats, method_3622, getDebugString, m_112719_
void (): e, blockUntilClear, method_3632, reset, func_178514_b
void (): g, blockUntilClear, method_3632, reset, m_112731_
void (): i, clearBatchQueue, method_3633, clear, func_178513_e
void (): k, clearBatchQueue, method_3633, clear, m_112735_
boolean (): f, isQueueEmpty, method_3630, isEmpty, func_188247_f
boolean (): h, isQueueEmpty, method_3630, isEmpty, m_112732_
void (): g, dispose, method_3619, stop, func_188244_g
void (): i, dispose, method_3619, stop, m_112733_
void (Vec3): a, setCamera, method_19419, setCameraPosition, func_217669_a
void (Vec3): a, setCamera, method_19419, setCameraPosition, m_112693_
Vec3 (): c, getCameraPosition, method_19420, getCameraPosition, func_217671_b
Vec3 (): e, getCameraPosition, method_19420, getCameraPosition, m_112727_
void (Level): a, setLevel, method_22752, setWorld, func_228895_a_
void (Level): a, setLevel, method_22752, setWorld, m_112691_
void (): h, runTask, method_22763, scheduleRunTasks, func_228909_h_
void (): j, runTask, method_22763, scheduleRunTasks, m_112734_
boolean (): d, uploadAllPendingUploads, method_22761, upload, func_228908_d_
boolean (): f, uploadAllPendingUploads, method_22761, upload, m_112730_
void (ChunkRenderDispatcher$RenderChunk): a, rebuildChunkSync, method_3627, rebuild, func_228902_a_
void (ChunkRenderDispatcher$RenderChunk): a, rebuildChunkSync, method_3627, rebuild, m_112715_
void (ChunkRenderDispatcher$RenderChunk$ChunkCompileTask): a, schedule, method_22756, send, func_228900_a_
void (ChunkRenderDispatcher$RenderChunk$ChunkCompileTask): a, schedule, method_22756, send, m_112709_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, func_228896_a_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, m_112695_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): b, doUploadChunkLayer, method_22759, upload, func_228904_b_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): b, doUploadChunkLayer, method_22759, upload, m_112720_
int (): b, getToBatchCount, method_34845, getToBatchCount, m_173712_
int (): c, getToUpload, method_34846, getChunksToUpload, m_173713_
int (): d, getFreeBufferCount, method_34847, getFreeBufferCount, m_173714_
1.16.5
名称
字段
构造函数
方法
1.16.4
名称
ecm
ecu
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
een
ecm
字段
构造函数
方法
1.16.1
名称
dth
een
字段
构造函数
方法
1.15.2
名称
dte
dth
字段
构造函数
方法
1.15.1
名称
字段
构造函数
方法
1.15
名称
dpu
dte
字段
ThreadFactory: b, THREAD_FACTORY, field_4436, THREAD_FACTORY, field_178521_b
List<ChunkRenderWorker>: e, workers, field_4444, workers, field_178522_c
BlockingQueue<ChunkBufferBuilderPack>: g, availableChunkBuffers, field_4438, availableBuffers, field_178520_e
BufferUploader: h, uploader, field_4437, displayListBufferRenderer, field_178517_f
VertexBufferUploader: i, vboUploader, field_4441, vboBufferRenderer, field_178518_g
Queue<ChunkRenderDispatcher$PendingUpload>: j, pendingUploads, field_4443, uploadQueue, field_178524_h
Queue<Runnable>: d, toUpload, field_4443, uploadQueue, field_228887_d_
ChunkRenderWorker: k, localWorker, field_4439, clientThreadWorker, field_178525_i
int: c, bufferCount, field_4442, bufferCount, field_188249_c
List<Thread>: d, threads, field_4440, workerThreads, field_188250_d
PriorityBlockingQueue<ChunkCompileTask>: f, chunksToBatch, field_4435, pendingChunks, field_178519_d
PriorityQueue<ChunkRenderDispatcher$RenderChunk$ChunkCompileTask>: b, toBatch, field_4435, rebuildQueue, field_228885_b_
Queue<ChunkBufferBuilderPack>: c, freeBuffers, field_20827, threadBuffers, field_228886_c_
int: e, toBatchCount, field_20992, queuedTaskCount, field_228888_e_
int: f, freeBufferCount, field_20993, bufferCount, field_228889_f_
ChunkBufferBuilderPack: g, fixedBuffers, field_20828, buffers, field_228890_g_
ProcessorMailbox<Runnable>: h, mailbox, field_20829, mailbox, field_228891_h_
Executor: i, executor, field_20830, executor, field_228892_i_
Level: j, level, field_20831, world, field_228893_j_
LevelRenderer: k, renderer, field_20832, worldRenderer, field_228894_k_
构造函数
(boolean)
(Level, LevelRenderer, Executor, boolean, ChunkBufferBuilderPack)
方法
String (): a, getStats, method_3622, getDebugString, func_178504_a
String (): b, getStats, method_3622, getDebugString, func_178504_a
boolean (long): a, uploadAllPendingUploadsUntil, method_3631, runTasksSync, func_178516_a
void (): c, blockUntilClear, method_3632, reset, func_178514_b
void (): e, blockUntilClear, method_3632, reset, func_178514_b
void (ChunkBufferBuilderPack): a, releaseChunkBufferBuilder, method_3625, addAvailableBuffer, func_178512_a
ChunkBufferBuilderPack (): d, takeChunkBufferBuilder, method_3626, getNextAvailableBuffer, func_178515_c
void (): f, clearBatchQueue, method_3633, clear, func_178513_e
void (): i, clearBatchQueue, method_3633, clear, func_178513_e
boolean (): g, isQueueEmpty, method_3630, isEmpty, func_188247_f
boolean (): f, isQueueEmpty, method_3630, isEmpty, func_188247_f
void (): h, dispose, method_3619, stop, func_188244_g
void (): g, dispose, method_3619, stop, func_188244_g
void (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3621, uploadVbo, func_178506_a
ChunkCompileTask (): e, takeChunk, method_3629, getNextChunkRenderDataTask, func_178511_d
Vec3 (): b, getCameraPosition, method_19420, getCameraPosition, func_217671_b
Vec3 (): c, getCameraPosition, method_19420, getCameraPosition, func_217671_b
boolean (RenderChunk): a, rebuildChunkAsync, method_3624, rebuild, func_178507_a
boolean (RenderChunk): b, rebuildChunkSync, method_3627, rebuildSync, func_178505_b
boolean (RenderChunk): c, resortChunkTransparencyAsync, method_3620, resortTransparency, func_178509_c
com.google.common.util.concurrent.ListenableFuture<Void> (BlockLayer, BufferBuilder, RenderChunk, CompiledChunk, double): a, uploadChunkLayer, method_3635, upload, func_188245_a
void (BufferBuilder, int): a, compileChunkLayerIntoGlList, method_3623, uploadDisplayList, func_217670_a
void (Level): a, setLevel, method_22752, setWorld, func_228895_a_
void (): h, runTask, method_22763, scheduleRunTasks, func_228909_h_
boolean (): d, uploadAllPendingUploads, method_22761, upload, func_228908_d_
void (ChunkRenderDispatcher$RenderChunk): a, rebuildChunkSync, method_3627, rebuild, func_228902_a_
void (ChunkRenderDispatcher$RenderChunk$ChunkCompileTask): a, schedule, method_22756, send, func_228900_a_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3635, scheduleUpload, func_228896_a_
CompletableFuture<Void> (BufferBuilder, VertexBuffer): b, doUploadChunkLayer, method_22759, upload, func_228904_b_
1.14.4
名称
dng
dpu
net.minecraft.client.renderer.chunk.ChunkRenderDispatcher
net.minecraft.client.render.chunk.ChunkBatcher
net.minecraft.client.render.chunk.ChunkBuilder
字段
org.apache.logging.log4j.Logger: a, field_4445, LOGGER, field_178523_a
org.apache.logging.log4j.Logger: a, LOGGER, field_4445, LOGGER, field_178523_a
ThreadFactory: b, field_4436, THREAD_FACTORY, field_178521_b
ThreadFactory: b, THREAD_FACTORY, field_4436, THREAD_FACTORY, field_178521_b
List<ChunkRenderWorker>: e, field_4444, workers, field_178522_c
List<ChunkRenderWorker>: e, workers, field_4444, workers, field_178522_c
BlockingQueue<BlockLayeredBufferBuilder>: g, field_4438, availableBuffers, field_178520_e
BlockingQueue<ChunkBufferBuilderPack>: g, availableChunkBuffers, field_4438, availableBuffers, field_178520_e
BufferRenderer: h, field_4437, displayListBufferRenderer, field_178517_f
BufferUploader: h, uploader, field_4437, displayListBufferRenderer, field_178517_f
GlBufferRenderer: i, field_4441, vboBufferRenderer, field_178518_g
VertexBufferUploader: i, vboUploader, field_4441, vboBufferRenderer, field_178518_g
Queue<ChunkBatcher$ChunkUploadTask>: j, field_4443, pendingUploads, field_178524_h
Queue<ChunkRenderDispatcher$PendingUpload>: j, pendingUploads, field_4443, uploadQueue, field_178524_h
ChunkRenderWorker: k, field_4439, clientThreadWorker, field_178525_i
ChunkRenderWorker: k, localWorker, field_4439, clientThreadWorker, field_178525_i
int: c, field_4442, bufferCount, field_188249_c
int: c, bufferCount, field_4442, bufferCount, field_188249_c
List<Thread>: d, field_4440, workerThreads, field_188250_d
List<Thread>: d, threads, field_4440, workerThreads, field_188250_d
PriorityBlockingQueue<ChunkRenderTask>: f, field_4435, pendingChunks, field_178519_d
PriorityBlockingQueue<ChunkCompileTask>: f, chunksToBatch, field_4435, pendingChunks, field_178519_d
Vec3D: l, field_18766, cameraPosition, field_217672_l
Vec3: l, camera, field_18766, cameraPosition, field_217672_l
构造函数
方法
String (): a, method_3622, getDebugString, func_178504_a
String (): a, getStats, method_3622, getDebugString, func_178504_a
boolean (long): a, method_3631, runTasksSync, func_178516_a
boolean (long): a, uploadAllPendingUploadsUntil, method_3631, runTasksSync, func_178516_a
void (): c, method_3632, reset, func_178514_b
void (): c, blockUntilClear, method_3632, reset, func_178514_b
void (BlockLayeredBufferBuilder): a, method_3625, addAvailableBuffer, func_178512_a
void (ChunkBufferBuilderPack): a, releaseChunkBufferBuilder, method_3625, addAvailableBuffer, func_178512_a
BlockLayeredBufferBuilder (): d, method_3626, getNextAvailableBuffer, func_178515_c
ChunkBufferBuilderPack (): d, takeChunkBufferBuilder, method_3626, getNextAvailableBuffer, func_178515_c
void (): f, method_3633, clear, func_178513_e
void (): f, clearBatchQueue, method_3633, clear, func_178513_e
boolean (): g, method_3630, isEmpty, func_188247_f
boolean (): g, isQueueEmpty, method_3630, isEmpty, func_188247_f
void (): h, method_3619, stop, func_188244_g
void (): h, dispose, method_3619, stop, func_188244_g
void (BufferBuilder, GlBuffer): a, method_3621, uploadVbo, func_178506_a
void (BufferBuilder, VertexBuffer): a, uploadChunkLayer, method_3621, uploadVbo, func_178506_a
ChunkRenderTask (): e, method_3629, getNextChunkRenderDataTask, func_178511_d
ChunkCompileTask (): e, takeChunk, method_3629, getNextChunkRenderDataTask, func_178511_d
void (Vec3D): a, method_19419, setCameraPosition, func_217669_a
void (Vec3): a, setCamera, method_19419, setCameraPosition, func_217669_a
Vec3D (): b, method_19420, getCameraPosition, func_217671_b
Vec3 (): b, getCameraPosition, method_19420, getCameraPosition, func_217671_b
boolean (ChunkRenderer): a, method_3624, rebuild, func_178507_a
boolean (RenderChunk): a, rebuildChunkAsync, method_3624, rebuild, func_178507_a
boolean (ChunkRenderer): b, method_3627, rebuildSync, func_178505_b
boolean (RenderChunk): b, rebuildChunkSync, method_3627, rebuildSync, func_178505_b
boolean (ChunkRenderer): c, method_3620, resortTransparency, func_178509_c
boolean (RenderChunk): c, resortChunkTransparencyAsync, method_3620, resortTransparency, func_178509_c
com.google.common.util.concurrent.ListenableFuture<Void> (TextureType, BufferBuilder, ChunkRenderer, ChunkRenderData, double): a, method_3635, upload, func_188245_a
com.google.common.util.concurrent.ListenableFuture<Void> (BlockLayer, BufferBuilder, RenderChunk, CompiledChunk, double): a, uploadChunkLayer, method_3635, upload, func_188245_a
void (BufferBuilder, int): a, method_3623, uploadDisplayList, func_217670_a
void (BufferBuilder, int): a, compileChunkLayerIntoGlList, method_3623, uploadDisplayList, func_217670_a
1.14.3
名称
dnc
dng
net.minecraft.client.render.chunk.ChunkBatcher
字段
org.apache.logging.log4j.Logger: a, field_4445, field_178523_a
org.apache.logging.log4j.Logger: a, field_4445, LOGGER, field_178523_a
ThreadFactory: b, field_4436, field_178521_b
ThreadFactory: b, field_4436, THREAD_FACTORY, field_178521_b
List<ChunkRenderWorker>: e, field_4444, field_178522_c
List<ChunkRenderWorker>: e, field_4444, workers, field_178522_c
BlockingQueue<RegionRenderCacheBuilder>: g, field_4438, field_178520_e
BlockingQueue<BlockLayeredBufferBuilder>: g, field_4438, availableBuffers, field_178520_e
WorldVertexBufferUploader: h, field_4437, field_178517_f
BufferRenderer: h, field_4437, displayListBufferRenderer, field_178517_f
VertexBufferUploader: i, field_4441, field_178518_g
GlBufferRenderer: i, field_4441, vboBufferRenderer, field_178518_g
Queue<ChunkRenderDispatcher$PendingUpload>: j, field_4443, field_178524_h
Queue<ChunkBatcher$ChunkUploadTask>: j, field_4443, pendingUploads, field_178524_h
ChunkRenderWorker: k, field_4439, field_178525_i
ChunkRenderWorker: k, field_4439, clientThreadWorker, field_178525_i
int: c, field_4442, field_188249_c
int: c, field_4442, bufferCount, field_188249_c
List<Thread>: d, field_4440, field_188250_d
List<Thread>: d, field_4440, workerThreads, field_188250_d
PriorityBlockingQueue<ChunkRenderTask>: f, field_4435, field_178519_d
PriorityBlockingQueue<ChunkRenderTask>: f, field_4435, pendingChunks, field_178519_d
Vec3D: l, field_18766, field_217672_l
Vec3D: l, field_18766, cameraPosition, field_217672_l
构造函数
方法
String (): a, method_3622, func_178504_a
String (): a, method_3622, getDebugString, func_178504_a
boolean (long): a, method_3631, func_178516_a
boolean (long): a, method_3631, runTasksSync, func_178516_a
void (): c, method_3632, func_178514_b
void (): c, method_3632, reset, func_178514_b
void (RegionRenderCacheBuilder): a, method_3625, func_178512_a
void (BlockLayeredBufferBuilder): a, method_3625, addAvailableBuffer, func_178512_a
RegionRenderCacheBuilder (): d, method_3626, func_178515_c
BlockLayeredBufferBuilder (): d, method_3626, getNextAvailableBuffer, func_178515_c
void (): f, method_3633, func_178513_e
void (): f, method_3633, clear, func_178513_e
boolean (): g, method_3630, func_188247_f
boolean (): g, method_3630, isEmpty, func_188247_f
void (): h, method_3619, func_188244_g
void (): h, method_3619, stop, func_188244_g
void (BufferBuilder, VertexBuffer): a, method_3621, func_178506_a
void (BufferBuilder, GlBuffer): a, method_3621, uploadVbo, func_178506_a
ChunkRenderTask (): e, method_3629, func_178511_d
ChunkRenderTask (): e, method_3629, getNextChunkRenderDataTask, func_178511_d
void (Vec3D): a, method_19419, func_217669_a
void (Vec3D): a, method_19419, setCameraPosition, func_217669_a
Vec3D (): b, method_19420, func_217671_b
Vec3D (): b, method_19420, getCameraPosition, func_217671_b
boolean (ChunkRender): a, method_3624, func_178507_a
boolean (ChunkRenderer): a, method_3624, rebuild, func_178507_a
boolean (ChunkRender): b, method_3627, func_178505_b
boolean (ChunkRenderer): b, method_3627, rebuildSync, func_178505_b
boolean (ChunkRender): c, method_3620, func_178509_c
boolean (ChunkRenderer): c, method_3620, resortTransparency, func_178509_c
com.google.common.util.concurrent.ListenableFuture<Object> (TextureType, BufferBuilder, ChunkRender, CompiledChunk, double): a, method_3635, func_188245_a
com.google.common.util.concurrent.ListenableFuture<Void> (TextureType, BufferBuilder, ChunkRenderer, ChunkRenderData, double): a, method_3635, upload, func_188245_a
void (BufferBuilder, int): a, method_3623, func_217670_a
void (BufferBuilder, int): a, method_3623, uploadDisplayList, func_217670_a
1.14.2
名称
字段
构造函数
方法
1.14.1
名称
dna
dnc
字段
构造函数
()
(boolean)
方法
1.14
名称
cwp
dna
net.minecraft.class_846
字段
org.apache.logging.log4j.Logger: a, field_178523_a
org.apache.logging.log4j.Logger: a, field_4445, field_178523_a
ThreadFactory: b, field_178521_b
ThreadFactory: b, field_4436, field_178521_b
List<ChunkRenderWorker>: e, field_178522_c
List<ChunkRenderWorker>: e, field_4444, field_178522_c
BlockingQueue<RegionRenderCacheBuilder>: g, field_178520_e
BlockingQueue<RegionRenderCacheBuilder>: g, field_4438, field_178520_e
WorldVertexBufferUploader: h, field_178517_f
WorldVertexBufferUploader: h, field_4437, field_178517_f
VertexBufferUploader: i, field_178518_g
VertexBufferUploader: i, field_4441, field_178518_g
Queue<ChunkRenderDispatcher$PendingUpload>: j, field_178524_h
Queue<ChunkRenderDispatcher$PendingUpload>: j, field_4443, field_178524_h
ChunkRenderWorker: k, field_178525_i
ChunkRenderWorker: k, field_4439, field_178525_i
int: c, field_188249_c
int: c, field_4442, field_188249_c
List<Thread>: d, field_188250_d
List<Thread>: d, field_4440, field_188250_d
PriorityBlockingQueue<ChunkRenderTask>: f, field_178519_d
PriorityBlockingQueue<ChunkRenderTask>: f, field_4435, field_178519_d
Vec3D: l, field_18766, field_217672_l
构造函数
方法
String (): a, func_178504_a
String (): a, method_3622, func_178504_a
boolean (long): a, func_178516_a
boolean (long): a, method_3631, func_178516_a
boolean (RenderChunk): a, func_178507_a
boolean (RenderChunk): b, func_178505_b
void (): b, func_178514_b
void (): c, method_3632, func_178514_b
void (RegionRenderCacheBuilder): a, func_178512_a
void (RegionRenderCacheBuilder): a, method_3625, func_178512_a
RegionRenderCacheBuilder (): c, func_178515_c
RegionRenderCacheBuilder (): d, method_3626, func_178515_c
boolean (RenderChunk): c, func_178509_c
void (): e, func_178513_e
void (): f, method_3633, func_178513_e
boolean (): f, func_188247_f
boolean (): g, method_3630, func_188247_f
void (): g, func_188244_g
void (): h, method_3619, func_188244_g
boolean (): h, func_188248_h
com.google.common.util.concurrent.ListenableFuture<Object> (TextureType, BufferBuilder, RenderChunk, CompiledChunk, double): a, func_188245_a
void (BufferBuilder, int, RenderChunk): a, func_178510_a
void (BufferBuilder, VertexBuffer): a, func_178506_a
void (BufferBuilder, VertexBuffer): a, method_3621, func_178506_a
ChunkRenderTask (): d, func_178511_d
ChunkRenderTask (): e, method_3629, func_178511_d
void (Vec3D): a, method_19419, func_217669_a
Vec3D (): b, method_19420, func_217671_b
boolean (ChunkRender): a, method_3624, func_178507_a
boolean (ChunkRender): b, method_3627, func_178505_b
boolean (ChunkRender): c, method_3620, func_178509_c
com.google.common.util.concurrent.ListenableFuture<Object> (TextureType, BufferBuilder, ChunkRender, CompiledChunk, double): a, method_3635, func_188245_a
void (BufferBuilder, int): a, method_3623, func_217670_a
1.13.2
名称
cwo
cwp
字段
构造函数
方法
1.13.1
名称
cwe
cwo
字段
构造函数
方法
1.13
名称
bxm
cwe
字段
构造函数
方法
ChunkCompileTaskGenerator (): d, func_178511_d
ChunkRenderTask (): d, func_178511_d
1.12.2
名称
字段
构造函数
方法
1.12.1
名称
bxk
bxm
字段
构造函数
方法
1.12
名称
bsz
bxk
字段
构造函数
方法
com.google.common.util.concurrent.ListenableFuture<Object> (BlockRenderLayer, VertexBuffer, RenderChunk, CompiledChunk, double): a, func_188245_a
void (VertexBuffer, int, RenderChunk): a, func_178510_a
void (VertexBuffer, VertexBuffer): a, func_178506_a
com.google.common.util.concurrent.ListenableFuture<Object> (BlockRenderLayer, BufferBuilder, RenderChunk, CompiledChunk, double): a, func_188245_a
void (BufferBuilder, int, RenderChunk): a, func_178510_a
void (BufferBuilder, VertexBuffer): a, func_178506_a
1.11.2
名称
字段
构造函数
方法
1.11.1
名称
bsx
bsz
字段
构造函数
方法
1.11
名称
bqt
bsx
字段
构造函数
方法
1.10.2
名称
字段
构造函数
方法
1.10
名称
bpx
bqt
字段
构造函数
方法
1.9.4
名称
字段
构造函数
方法
1.9.2
名称
bqa
bpx
字段
构造函数
方法
1.9
名称
bho
bqa
字段
List<ChunkRenderWorker>: c, field_178522_c
List<ChunkRenderWorker>: e, field_178522_c
BlockingQueue<ChunkCompileTaskGenerator>: d, field_178519_d
BlockingQueue<RegionRenderCacheBuilder>: e, field_178520_e
BlockingQueue<RegionRenderCacheBuilder>: g, field_178520_e
WorldVertexBufferUploader: f, field_178517_f
WorldVertexBufferUploader: h, field_178517_f
VertexBufferUploader: g, field_178518_g
VertexBufferUploader: i, field_178518_g
Queue<com.google.common.util.concurrent.ListenableFutureTask<?>>: h, field_178524_h
Queue<ChunkRenderDispatcher$PendingUpload>: j, field_178524_h
ChunkRenderWorker: i, field_178525_i
ChunkRenderWorker: k, field_178525_i
int: c, field_188249_c
List<Thread>: d, field_188250_d
PriorityBlockingQueue<ChunkCompileTaskGenerator>: f, field_178519_d
构造函数
方法
com.google.common.util.concurrent.ListenableFuture<Object> (EnumWorldBlockLayer, WorldRenderer, RenderChunk, CompiledChunk): a, func_178503_a
void (WorldRenderer, int, RenderChunk): a, func_178510_a
void (WorldRenderer, VertexBuffer): a, func_178506_a
com.google.common.util.concurrent.ListenableFuture<Object> (BlockRenderLayer, VertexBuffer, RenderChunk, CompiledChunk, double): a, func_188245_a
void (VertexBuffer, int, RenderChunk): a, func_178510_a
void (VertexBuffer, VertexBuffer): a, func_178506_a
boolean (): f, func_188247_f
void (): g, func_188244_g
boolean (): h, func_188248_h
1.8.8
名称
bho
net.minecraft.client.renderer.chunk.ChunkRenderDispatcher
字段
org.apache.logging.log4j.Logger: a, field_178523_a
ThreadFactory: b, field_178521_b
List<ChunkRenderWorker>: c, field_178522_c
BlockingQueue<ChunkCompileTaskGenerator>: d, field_178519_d
BlockingQueue<RegionRenderCacheBuilder>: e, field_178520_e
WorldVertexBufferUploader: f, field_178517_f
VertexBufferUploader: g, field_178518_g
Queue<com.google.common.util.concurrent.ListenableFutureTask<?>>: h, field_178524_h
ChunkRenderWorker: i, field_178525_i
构造函数
()
方法
String (): a, func_178504_a
boolean (long): a, func_178516_a
boolean (RenderChunk): a, func_178507_a
boolean (RenderChunk): b, func_178505_b
void (): b, func_178514_b
void (RegionRenderCacheBuilder): a, func_178512_a
RegionRenderCacheBuilder (): c, func_178515_c
ChunkCompileTaskGenerator (): d, func_178511_d
boolean (RenderChunk): c, func_178509_c
com.google.common.util.concurrent.ListenableFuture<Object> (EnumWorldBlockLayer, WorldRenderer, RenderChunk, CompiledChunk): a, func_178503_a
void (WorldRenderer, int, RenderChunk): a, func_178510_a
void (WorldRenderer, VertexBuffer): a, func_178506_a
void (): e, func_178513_e