历史 - com.mojang.blaze3d.pipeline.RenderPipeline
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: sortKey, sortKey, sortKey
int: sortKeySeed, sortKeySeed, sortKeySeed
构造函数
(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float)
(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float, int)
方法
int (): getSortKey, getSortKey, getSortKey
void (): updateSortKeySeed, updateSortKeySeed, updateSortKeySeed
1.21.5
名称
ezu
com.mojang.blaze3d.pipeline.RenderPipeline
net.minecraft.class_4491
com.mojang.blaze3d.pipeline.RenderPipeline
com.mojang.blaze3d.systems.RenderCallStorage
com.mojang.blaze3d.pipeline.RenderPipeline
net.minecraft.src.C_3105_
com.mojang.blaze3d.pipeline.RenderPipeline
字段
List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, f_83910_
int: c, recordingBuffer, field_20454, recordingIndex, f_83911_
int: e, processedBuffer, field_20455, processingIndex, f_83912_
int: f, renderingBuffer, field_20456, lastProcessedIndex, f_83913_
boolean: b, isRecording, field_31899, recording, f_166180_
boolean: d, isProcessing, field_31900, processing, f_166181_
ResourceLocation: location, location, location
ResourceLocation: vertexShader, vertexShader, vertexShader
ResourceLocation: fragmentShader, fragmentShader, fragmentShader
ShaderDefines: shaderDefines, shaderDefines, shaderDefines
List<String>: samplers, samplers, samplers
List<RenderPipeline$UniformDescription>: uniforms, uniforms, uniforms
DepthTestFunction: depthTestFunction, depthTestFunction, depthTestFunction
PolygonMode: polygonMode, polygonMode, polygonMode
boolean: cull, cull, cull
LogicOp: colorLogic, colorLogic, colorLogic
Optional<BlendFunction>: blendFunction, blendFunction, blendFunction
boolean: writeColor, writeColor, writeColor
boolean: writeAlpha, writeAlpha, writeAlpha
boolean: writeDepth, writeDepth, writeDepth
VertexFormat: vertexFormat, vertexFormat, vertexFormat
VertexFormat$Mode: vertexFormatMode, vertexFormatMode, vertexFormatMode
float: depthBiasScaleFactor, depthBiasScaleFactor, depthBiasScaleFactor
float: depthBiasConstant, depthBiasConstant, depthBiasConstant
构造函数
()
(ResourceLocation, ResourceLocation, ResourceLocation, ShaderDefines, List<String>, List<RenderPipeline$UniformDescription>, Optional<BlendFunction>, DepthTestFunction, PolygonMode, boolean, boolean, boolean, boolean, LogicOp, VertexFormat, VertexFormat$Mode, float, float)
方法
boolean (): a, canBeginRecording, method_35599, canRecord, m_166182_
boolean (): b, beginRecording, method_35601, startRecording, m_166185_
void (RenderCall): a, recordRenderCall, method_35600, record, m_166183_
void (): c, endRecording, method_35602, stopRecording, m_166186_
boolean (): d, canBeginProcessing, method_35603, canProcess, m_166187_
boolean (): e, beginProcessing, method_35604, startProcessing, m_166188_
void (): f, processRecordedQueue, method_35605, process, m_166189_
void (): g, endProcessing, method_35606, stopProcessing, m_166190_
ConcurrentLinkedQueue<RenderCall> (): h, startRendering, method_35607, getLastProcessedQueue, m_166191_
ConcurrentLinkedQueue<RenderCall> (): i, getRecordingQueue, method_35608, getRecordingQueue, m_166192_
ConcurrentLinkedQueue<RenderCall> (): j, getProcessedQueue, method_35609, getProcessingQueue, m_166193_
DepthTestFunction (): getDepthTestFunction, getDepthTestFunction, getDepthTestFunction
PolygonMode (): getPolygonMode, getPolygonMode, getPolygonMode
boolean (): isCull, isCull, isCull
LogicOp (): getColorLogic, getColorLogic, getColorLogic
Optional<BlendFunction> (): getBlendFunction, getBlendFunction, getBlendFunction
boolean (): isWriteColor, isWriteColor, isWriteColor
boolean (): isWriteAlpha, isWriteAlpha, isWriteAlpha
boolean (): isWriteDepth, isWriteDepth, isWriteDepth
float (): getDepthBiasScaleFactor, getDepthBiasScaleFactor, getDepthBiasScaleFactor
float (): getDepthBiasConstant, getDepthBiasConstant, getDepthBiasConstant
ResourceLocation (): getLocation, getLocation, getLocation
VertexFormat (): getVertexFormat, getVertexFormat, getVertexFormat
VertexFormat$Mode (): getVertexFormatMode, getVertexFormatMode, getVertexFormatMode
ResourceLocation (): getVertexShader, getVertexShader, getVertexShader
ResourceLocation (): getFragmentShader, getFragmentShader, getFragmentShader
ShaderDefines (): getShaderDefines, getShaderDefines, getShaderDefines
List<String> (): getSamplers, getSamplers, getSamplers
List<RenderPipeline$UniformDescription> (): getUniforms, getUniforms, getUniforms
boolean (): wantsDepthTexture, wantsDepthTexture, wantsDepthTexture
RenderPipeline$Builder (RenderPipeline$Snippet...): builder, builder, builder, builder, builder
1.21.1
名称
字段
构造函数
方法
1.21
名称
eyl
ezu
字段
构造函数
方法
1.20.6
名称
eom
eyl
字段
构造函数
方法
1.20.4
名称
eka
eom
字段
构造函数
方法
1.20.2
名称
egu
eka
字段
构造函数
方法
1.20.1
名称
efq
egu
字段
构造函数
方法
1.19.4
名称
ecp
efq
字段
构造函数
方法
1.19.3
名称
dzb
ecp
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
dye
dzb
字段
构造函数
方法
1.19
名称
dry
dye
字段
构造函数
方法
1.18.2
名称
dqw
dry
字段
构造函数
方法
1.18.1
名称
字段
构造函数
方法
1.18
名称
dox
dqw
字段
构造函数
方法
1.17.1
名称
字段
构造函数
方法
1.17
名称
def
dox
com.mojang.blaze3d.Empty3i
net.minecraft.src.C_3105_
字段
List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, field_227581_a_
List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, f_83910_
int: b, recordingBuffer, field_20454, field_20454, field_227582_b_
int: c, recordingBuffer, field_20454, recordingIndex, f_83911_
int: c, processedBuffer, field_20455, field_20455, field_227583_c_
int: e, processedBuffer, field_20455, processingIndex, f_83912_
int: d, renderingBuffer, field_20456, field_20456, field_227584_d_
int: f, renderingBuffer, field_20456, lastProcessedIndex, f_83913_
boolean: b, isRecording, field_31899, recording, f_166180_
boolean: d, isProcessing, field_31900, processing, f_166181_
构造函数
方法
boolean (): a, canBeginRecording, method_35599, canRecord, m_166182_
boolean (): b, beginRecording, method_35601, startRecording, m_166185_
void (RenderCall): a, recordRenderCall, method_35600, record, m_166183_
void (): c, endRecording, method_35602, stopRecording, m_166186_
boolean (): d, canBeginProcessing, method_35603, canProcess, m_166187_
boolean (): e, beginProcessing, method_35604, startProcessing, m_166188_
void (): f, processRecordedQueue, method_35605, process, m_166189_
void (): g, endProcessing, method_35606, stopProcessing, m_166190_
ConcurrentLinkedQueue<RenderCall> (): h, startRendering, method_35607, getLastProcessedQueue, m_166191_
ConcurrentLinkedQueue<RenderCall> (): i, getRecordingQueue, method_35608, getRecordingQueue, m_166192_
ConcurrentLinkedQueue<RenderCall> (): j, getProcessedQueue, method_35609, getProcessingQueue, m_166193_
1.16.5
名称
字段
构造函数
方法
1.16.4
名称
dec
def
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
dge
dec
字段
构造函数
方法
1.16.1
名称
cxd
dge
字段
int: b, recordingBuffer, field_20454, field_227582_b_
int: b, recordingBuffer, field_20454, field_20454, field_227582_b_
int: c, processedBuffer, field_20455, field_227583_c_
int: c, processedBuffer, field_20455, field_20455, field_227583_c_
int: d, renderingBuffer, field_20456, field_227584_d_
int: d, renderingBuffer, field_20456, field_20456, field_227584_d_
构造函数
方法
1.15.2
名称
cxa
cxd
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
cxa
com.mojang.blaze3d.pipeline.RenderPipeline
net.minecraft.class_4491
com.mojang.blaze3d.systems.RenderCallStorage
com.mojang.blaze3d.Empty3i
字段
List<ConcurrentLinkedQueue<RenderCall>>: a, renderCalls, field_20453, recordingQueues, field_227581_a_
int: b, recordingBuffer, field_20454, field_227582_b_
int: c, processedBuffer, field_20455, field_227583_c_
int: d, renderingBuffer, field_20456, field_227584_d_
构造函数
()
方法