历史 - com.mojang.blaze3d.opengl.GlRenderPass
1.21.11
名称
fsa
fxh
字段
构造函数
方法
void (String, GpuTextureView): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler
void (String, GpuTextureView, GpuSampler): bindTexture, bindTexture, bindTexture, bindTexture, bindTexture
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
fmh
fsa
字段
构造函数
方法
1.21.8
名称
fmg
fmh
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
fji
fmg
字段
GlCommandEncoder: l, encoder, field_57877, resourceManager, encoder
GlCommandEncoder: k, encoder, field_57877, resourceManager, encoder
boolean: m, hasDepthTexture, field_57878, hasDepth, hasDepthTexture
boolean: l, hasDepthTexture, field_57878, hasDepth, hasDepthTexture
boolean: n, closed, field_57879, closed, closed
boolean: m, closed, field_57879, closed, closed
ScissorState: g, scissorState, field_57872, scissorState, scissorState
ScissorState: n, scissorState, field_57872, scissorState, scissorState
HashMap<String, Object>: h, uniforms, field_57873, simpleUniforms, uniforms
HashMap<String, GpuBufferSlice>: g, uniforms, field_57873, simpleUniforms, uniforms
HashMap<String, GpuTexture>: i, samplers, field_57874, samplerUniforms, samplers
HashMap<String, GpuTextureView>: h, samplers, field_57874, samplerUniforms, samplers
Set<String>: j, dirtyUniforms, field_57875, setSimpleUniforms, dirtyUniforms
Set<String>: i, dirtyUniforms, field_57875, setSimpleUniforms, dirtyUniforms
Set<String>: k, dirtySamplers, field_57876, setSamplers, dirtySamplers
int: j, pushedDebugGroups, field_60170, debugGroupPushCount, pushedDebugGroups
构造函数
方法
void (String, GpuTexture): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler
void (String, int...): setUniform, setUniform, setUniform, setUniform, setUniform
void (String, float...): setUniform, setUniform, setUniform, setUniform, setUniform
void (String, org.joml.Matrix4f): setUniform, setUniform, setUniform, setUniform, setUniform
void (ScissorState): enableScissor, enableScissor, enableScissor, enableScissor, enableScissor
void (int, int): drawIndexed, drawIndexed, drawIndexed, drawIndexed, drawIndexed
void (Collection<RenderPass$Draw>, GpuBuffer, VertexFormat$IndexType): drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed
void (Supplier<String>): pushDebugGroup, pushDebugGroup, pushDebugGroup, pushDebugGroup, pushDebugGroup
void (): popDebugGroup, popDebugGroup, popDebugGroup
void (String, GpuTextureView): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler
void (String, GpuBuffer): setUniform, setUniform, setUniform, setUniform, setUniform
void (String, GpuBufferSlice): setUniform, setUniform, setUniform, setUniform, setUniform
boolean (): b, isScissorEnabled, method_70808, isScissorEnabled, isScissorEnabled
int (): c, getScissorX, method_70809, getScissorX, getScissorX
int (): d, getScissorY, method_70810, getScissorY, getScissorY
int (): e, getScissorWidth, method_70811, getScissorWidth, getScissorWidth
int (): f, getScissorHeight, method_70812, getScissorHeight, getScissorHeight
void (int, int, int, int): drawIndexed, drawIndexed, drawIndexed, drawIndexed, drawIndexed
<T> void (Collection<RenderPass$Draw<T>>, GpuBuffer, VertexFormat$IndexType, Collection<String>, T): drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed
1.21.5
名称
fji
com.mojang.blaze3d.opengl.GlRenderPass
net.minecraft.class_10866
net.minecraft.client.gl.RenderPassImpl
com.mojang.blaze3d.opengl.GlRenderPass
字段
int: a, MAX_VERTEX_BUFFERS, field_57866, field_57866, MAX_VERTEX_BUFFERS
boolean: b, VALIDATION, field_57867, IS_DEVELOPMENT, VALIDATION
GlCommandEncoder: l, encoder, field_57877, resourceManager, encoder
boolean: m, hasDepthTexture, field_57878, hasDepth, hasDepthTexture
boolean: n, closed, field_57879, closed, closed
GlRenderPipeline: c, pipeline, field_57868, pipeline, pipeline
GpuBuffer[]: d, vertexBuffers, field_57869, vertexBuffers, vertexBuffers
GpuBuffer: e, indexBuffer, field_57870, indexBuffer, indexBuffer
VertexFormat$IndexType: f, indexType, field_57871, indexType, indexType
ScissorState: g, scissorState, field_57872, scissorState, scissorState
HashMap<String, Object>: h, uniforms, field_57873, simpleUniforms, uniforms
HashMap<String, GpuTexture>: i, samplers, field_57874, samplerUniforms, samplers
Set<String>: j, dirtyUniforms, field_57875, setSimpleUniforms, dirtyUniforms
Set<String>: k, dirtySamplers, field_57876, setSamplers, dirtySamplers
构造函数
(GlCommandEncoder, boolean)
方法
boolean (): a, hasDepthTexture, method_68407, hasDepth, hasDepthTexture
void (RenderPipeline): setPipeline, setPipeline, setPipeline, setPipeline, setPipeline
void (String, GpuTexture): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler
void (String, int...): setUniform, setUniform, setUniform, setUniform, setUniform
void (String, float...): setUniform, setUniform, setUniform, setUniform, setUniform
void (String, org.joml.Matrix4f): setUniform, setUniform, setUniform, setUniform, setUniform
void (ScissorState): enableScissor, enableScissor, enableScissor, enableScissor, enableScissor
void (int, int, int, int): enableScissor, enableScissor, enableScissor, enableScissor, enableScissor
void (): disableScissor, disableScissor, disableScissor
void (int, GpuBuffer): setVertexBuffer, setVertexBuffer, setVertexBuffer, setVertexBuffer, setVertexBuffer
void (GpuBuffer, VertexFormat$IndexType): setIndexBuffer, setIndexBuffer, setIndexBuffer, setIndexBuffer, setIndexBuffer
void (int, int): drawIndexed, drawIndexed, drawIndexed, drawIndexed, drawIndexed
void (Collection<RenderPass$Draw>, GpuBuffer, VertexFormat$IndexType): drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed
void (int, int): draw, draw, draw, draw, draw
void (): close, close, close