public class RenderDragon extends RenderLiving
Modifier and Type | Field and Description |
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protected ModelDragon |
modelDragon
An instance of the dragon model in RenderDragon
|
mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderPassModel
renderBlocks, renderManager, shadowOpaque, shadowSize
Constructor and Description |
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RenderDragon() |
Modifier and Type | Method and Description |
---|---|
void |
doRender(Entity par1Entity,
double par2,
double par4,
double par6,
float par8,
float par9)
Actually renders the given argument.
|
void |
doRenderLiving(EntityLiving par1EntityLiving,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected ResourceLocation |
getEnderDragonTextures(EntityDragon par1EntityDragon) |
protected ResourceLocation |
getEntityTexture(Entity par1Entity)
Returns the location of an entity's texture.
|
void |
renderDragon(EntityDragon par1EntityDragon,
double par2,
double par4,
double par6,
float par8,
float par9)
Renders the dragon, along with its dying animation
|
protected void |
renderDragonDying(EntityDragon par1EntityDragon,
float par2)
Renders the animation for when an enderdragon dies
|
protected void |
renderDragonModel(EntityDragon par1EntityDragon,
float par2,
float par3,
float par4,
float par5,
float par6,
float par7)
Renders the dragon model.
|
protected void |
renderEquippedItems(EntityLivingBase par1EntityLivingBase,
float par2) |
protected int |
renderGlow(EntityDragon par1EntityDragon,
int par2,
float par3)
Renders the overlay for glowing eyes and the mouth.
|
protected void |
renderModel(EntityLivingBase par1EntityLivingBase,
float par2,
float par3,
float par4,
float par5,
float par6,
float par7)
Renders the model in RenderLiving
|
void |
renderPlayer(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected void |
rotateCorpse(EntityLivingBase par1EntityLivingBase,
float par2,
float par3,
float par4) |
protected void |
rotateDragonBody(EntityDragon par1EntityDragon,
float par2,
float par3,
float par4)
Used to rotate the dragon as a whole in RenderDragon.
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protected int |
shouldRenderPass(EntityLivingBase par1EntityLivingBase,
int par2,
float par3)
Queries whether should render the specified pass or not.
|
func_110813_b, func_110827_b, func_130007_b
doRenderLiving, func_82408_c, func_96449_a, getColorMultiplier, getDeathMaxRotation, handleRotationFloat, inheritRenderPass, passSpecialRender, preRenderCallback, renderArrowsStuckInEntity, renderLivingAt, renderLivingLabel, renderSwingProgress, setRenderPassModel
bindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, renderAABB, renderOffsetAABB, setRenderManager, updateIcons
protected ModelDragon modelDragon
protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
protected ResourceLocation getEnderDragonTextures(EntityDragon par1EntityDragon)
protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
doRenderLiving
in class RenderLiving
protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
shouldRenderPass
in class RendererLivingEntity
protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
renderEquippedItems
in class RendererLivingEntity
protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
rotateCorpse
in class RendererLivingEntity
protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4, float par5, float par6, float par7)
renderModel
in class RendererLivingEntity
public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
renderPlayer
in class RenderLiving
protected ResourceLocation getEntityTexture(Entity par1Entity)
getEntityTexture
in class Render
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
doRender
in class RenderLiving