public class RenderVillager extends RenderLiving
Modifier and Type | Field and Description |
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protected ModelVillager |
villagerModel
Model of the villager.
|
mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderPassModel
renderBlocks, renderManager, shadowOpaque, shadowSize
Constructor and Description |
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RenderVillager() |
Modifier and Type | Method and Description |
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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 |
func_110902_a(EntityVillager par1EntityVillager) |
protected ResourceLocation |
getEntityTexture(Entity par1Entity)
Returns the location of an entity's texture.
|
protected void |
preRenderCallback(EntityLivingBase par1EntityLivingBase,
float par2)
Allows the render to do any OpenGL state modifications necessary before the model is rendered.
|
protected void |
preRenderVillager(EntityVillager par1EntityVillager,
float par2) |
protected void |
renderEquippedItems(EntityLivingBase par1EntityLivingBase,
float par2) |
void |
renderPlayer(EntityLivingBase par1EntityLivingBase,
double par2,
double par4,
double par6,
float par8,
float par9) |
void |
renderVillager(EntityVillager par1EntityVillager,
double par2,
double par4,
double par6,
float par8,
float par9) |
protected void |
renderVillagerEquipedItems(EntityVillager par1EntityVillager,
float par2) |
protected int |
shouldRenderPass(EntityLivingBase par1EntityLivingBase,
int par2,
float par3)
Queries whether should render the specified pass or not.
|
protected int |
shouldVillagerRenderPass(EntityVillager par1EntityVillager,
int par2,
float par3)
Determines wether Villager Render pass or not.
|
func_110813_b, func_110827_b, func_130007_b
doRenderLiving, func_82408_c, func_96449_a, getColorMultiplier, getDeathMaxRotation, handleRotationFloat, inheritRenderPass, passSpecialRender, renderArrowsStuckInEntity, renderLivingAt, renderLivingLabel, renderModel, renderSwingProgress, rotateCorpse, setRenderPassModel
bindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, renderAABB, renderOffsetAABB, setRenderManager, updateIcons
protected ModelVillager villagerModel
protected int shouldVillagerRenderPass(EntityVillager par1EntityVillager, int par2, float par3)
public void renderVillager(EntityVillager par1EntityVillager, double par2, double par4, double par6, float par8, float par9)
protected ResourceLocation func_110902_a(EntityVillager par1EntityVillager)
protected void renderVillagerEquipedItems(EntityVillager par1EntityVillager, float par2)
protected void preRenderVillager(EntityVillager par1EntityVillager, float par2)
public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
doRenderLiving
in class RenderLiving
protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)
preRenderCallback
in class RendererLivingEntity
protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
shouldRenderPass
in class RendererLivingEntity
protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
renderEquippedItems
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