历史 - com.mojang.blaze3d.pipeline.RenderPipeline$Builder
1.21.11
名称
字段
构造函数
方法
1.21.10
名称
字段
构造函数
方法
1.21.9
名称
字段
构造函数
方法
1.21.8
名称
字段
构造函数
方法
1.21.7
名称
字段
构造函数
方法
1.21.6
名称
字段
int: nextPipelineSortKey, nextPipelineSortKey, nextPipelineSortKey
构造函数
方法
RenderPipeline$Builder (String, UniformType, TextureFormat): withUniform, withUniform, withUniform, withUniform, withUniform
1.21.5
名称
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
com.mojang.blaze3d.pipeline.RenderPipeline$Builder
字段
Optional<ResourceLocation>: location, location, location
Optional<ResourceLocation>: fragmentShader, fragmentShader, fragmentShader
Optional<ResourceLocation>: vertexShader, vertexShader, vertexShader
Optional<ShaderDefines$Builder>: definesBuilder, definesBuilder, definesBuilder
Optional<List<String>>: samplers, samplers, samplers
Optional<List<RenderPipeline$UniformDescription>>: uniforms, uniforms, uniforms
Optional<DepthTestFunction>: depthTestFunction, depthTestFunction, depthTestFunction
Optional<PolygonMode>: polygonMode, polygonMode, polygonMode
Optional<Boolean>: cull, cull, cull
Optional<Boolean>: writeColor, writeColor, writeColor
Optional<Boolean>: writeAlpha, writeAlpha, writeAlpha
Optional<Boolean>: writeDepth, writeDepth, writeDepth
Optional<LogicOp>: colorLogic, colorLogic, colorLogic
Optional<BlendFunction>: blendFunction, blendFunction, blendFunction
Optional<VertexFormat>: vertexFormat, vertexFormat, vertexFormat
Optional<VertexFormat$Mode>: vertexFormatMode, vertexFormatMode, vertexFormatMode
float: depthBiasScaleFactor, depthBiasScaleFactor, depthBiasScaleFactor
float: depthBiasConstant, depthBiasConstant, depthBiasConstant
构造函数
()
方法
RenderPipeline$Builder (String): withLocation, withLocation, withLocation, withLocation, withLocation
RenderPipeline$Builder (ResourceLocation): withLocation, withLocation, withLocation, withLocation, withLocation
RenderPipeline$Builder (String): withFragmentShader, withFragmentShader, withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (ResourceLocation): withFragmentShader, withFragmentShader, withFragmentShader, withFragmentShader, withFragmentShader
RenderPipeline$Builder (String): withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (ResourceLocation): withVertexShader, withVertexShader, withVertexShader, withVertexShader, withVertexShader
RenderPipeline$Builder (String): withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, int): withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String, float): withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine, withShaderDefine
RenderPipeline$Builder (String): withSampler, withSampler, withSampler, withSampler, withSampler
RenderPipeline$Builder (String, UniformType): withUniform, withUniform, withUniform, withUniform, withUniform
RenderPipeline$Builder (DepthTestFunction): withDepthTestFunction, withDepthTestFunction, withDepthTestFunction, withDepthTestFunction, withDepthTestFunction
RenderPipeline$Builder (PolygonMode): withPolygonMode, withPolygonMode, withPolygonMode, withPolygonMode, withPolygonMode
RenderPipeline$Builder (boolean): withCull, withCull, withCull, withCull, withCull
RenderPipeline$Builder (BlendFunction): withBlend, withBlend, withBlend, withBlend, withBlend
RenderPipeline$Builder (): withoutBlend, withoutBlend, withoutBlend
RenderPipeline$Builder (boolean): withColorWrite, withColorWrite, withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean, boolean): withColorWrite, withColorWrite, withColorWrite, withColorWrite, withColorWrite
RenderPipeline$Builder (boolean): withDepthWrite, withDepthWrite, withDepthWrite, withDepthWrite, withDepthWrite
RenderPipeline$Builder (LogicOp): withColorLogic, withColorLogic, withColorLogic, withColorLogic, withColorLogic
RenderPipeline$Builder (VertexFormat, VertexFormat$Mode): withVertexFormat, withVertexFormat, withVertexFormat, withVertexFormat, withVertexFormat
RenderPipeline$Builder (float, float): withDepthBias, withDepthBias, withDepthBias, withDepthBias, withDepthBias
void (RenderPipeline$Snippet): withSnippet, withSnippet, withSnippet, withSnippet, withSnippet
RenderPipeline$Snippet (): buildSnippet, buildSnippet, buildSnippet
RenderPipeline (): build, build, build