History - com.mojang.blaze3d.opengl.GlRenderPass

1.21.7

Names

Fields

int: a, MAX_VERTEX_BUFFERS, field_57866, field_57866, MAX_VERTEX_BUFFERS

int: a, MAX_VERTEX_BUFFERS, field_57866, field_57866

boolean: b, VALIDATION, field_57867, IS_DEVELOPMENT, VALIDATION

boolean: b, VALIDATION, field_57867, IS_DEVELOPMENT

GlCommandEncoder: k, encoder, field_57877, resourceManager, encoder

GlCommandEncoder: k, encoder, field_57877, resourceManager

boolean: l, hasDepthTexture, field_57878, hasDepth, hasDepthTexture

boolean: l, hasDepthTexture, field_57878, hasDepth

boolean: m, closed, field_57879, closed, closed

boolean: m, closed, field_57879, closed

GlRenderPipeline: c, pipeline, field_57868, pipeline, pipeline

GlRenderPipeline: c, pipeline, field_57868, pipeline

GpuBuffer[]: d, vertexBuffers, field_57869, vertexBuffers, vertexBuffers

GpuBuffer[]: d, vertexBuffers, field_57869, vertexBuffers

GpuBuffer: e, indexBuffer, field_57870, indexBuffer, indexBuffer

GpuBuffer: e, indexBuffer, field_57870, indexBuffer

VertexFormat$IndexType: f, indexType, field_57871, indexType, indexType

VertexFormat$IndexType: f, indexType, field_57871, indexType

ScissorState: n, scissorState, field_57872, scissorState, scissorState

ScissorState: n, scissorState, field_57872, scissorState

HashMap<String, GpuBufferSlice>: g, uniforms, field_57873, simpleUniforms, uniforms

HashMap<String, GpuBufferSlice>: g, uniforms, field_57873, simpleUniforms

HashMap<String, GpuTextureView>: h, samplers, field_57874, samplerUniforms, samplers

HashMap<String, GpuTextureView>: h, samplers, field_57874, samplerUniforms

Set<String>: i, dirtyUniforms, field_57875, setSimpleUniforms, dirtyUniforms

Set<String>: i, dirtyUniforms, field_57875, setSimpleUniforms

int: j, pushedDebugGroups, field_60170, debugGroupPushCount, pushedDebugGroups

int: j, pushedDebugGroups, field_60170, debugGroupPushCount

Constructors

Methods

boolean (): a, hasDepthTexture, method_68407, hasDepth, hasDepthTexture

boolean (): a, hasDepthTexture, method_68407, hasDepth

void (RenderPipeline): setPipeline, setPipeline, setPipeline, setPipeline, setPipeline

void (RenderPipeline): setPipeline, setPipeline, setPipeline, setPipeline

void (int, int, int, int): enableScissor, enableScissor, enableScissor, enableScissor, enableScissor

void (int, int, int, int): enableScissor, enableScissor, enableScissor, enableScissor

void (): disableScissor, disableScissor, disableScissor

void (): disableScissor, disableScissor

void (int, GpuBuffer): setVertexBuffer, setVertexBuffer, setVertexBuffer, setVertexBuffer, setVertexBuffer

void (int, GpuBuffer): setVertexBuffer, setVertexBuffer, setVertexBuffer, setVertexBuffer

void (GpuBuffer, VertexFormat$IndexType): setIndexBuffer, setIndexBuffer, setIndexBuffer, setIndexBuffer, setIndexBuffer

void (GpuBuffer, VertexFormat$IndexType): setIndexBuffer, setIndexBuffer, setIndexBuffer, setIndexBuffer

void (int, int): draw, draw, draw, draw, draw

void (int, int): draw, draw, draw, draw

void (): close, close, close

void (): close, close

void (Supplier<String>): pushDebugGroup, pushDebugGroup, pushDebugGroup, pushDebugGroup, pushDebugGroup

void (Supplier<String>): pushDebugGroup, pushDebugGroup, pushDebugGroup, pushDebugGroup

void (): popDebugGroup, popDebugGroup, popDebugGroup

void (): popDebugGroup, popDebugGroup

void (String, GpuTextureView): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler

void (String, GpuTextureView): bindSampler, bindSampler, bindSampler, bindSampler

void (String, GpuBuffer): setUniform, setUniform, setUniform, setUniform, setUniform

void (String, GpuBuffer): setUniform, setUniform, setUniform, setUniform

void (String, GpuBufferSlice): setUniform, setUniform, setUniform, setUniform, setUniform

void (String, GpuBufferSlice): setUniform, setUniform, setUniform, setUniform

boolean (): b, isScissorEnabled, method_70808, isScissorEnabled, isScissorEnabled

boolean (): b, isScissorEnabled, method_70808, isScissorEnabled

int (): c, getScissorX, method_70809, getScissorX, getScissorX

int (): c, getScissorX, method_70809, getScissorX

int (): d, getScissorY, method_70810, getScissorY, getScissorY

int (): d, getScissorY, method_70810, getScissorY

int (): e, getScissorWidth, method_70811, getScissorWidth, getScissorWidth

int (): e, getScissorWidth, method_70811, getScissorWidth

int (): f, getScissorHeight, method_70812, getScissorHeight, getScissorHeight

int (): f, getScissorHeight, method_70812, getScissorHeight

void (int, int, int, int): drawIndexed, drawIndexed, drawIndexed, drawIndexed, drawIndexed

void (int, int, int, int): drawIndexed, drawIndexed, drawIndexed, drawIndexed

<T> void (Collection<RenderPass$Draw<T>>, GpuBuffer, VertexFormat$IndexType, Collection<String>, T): drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed

<T> void (Collection<RenderPass$Draw<T>>, GpuBuffer, VertexFormat$IndexType, Collection<String>, T): drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed, drawMultipleIndexed

1.21.6

Names

fji

fmg

Fields

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

Constructors

Methods

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

Names

fji

com.mojang.blaze3d.opengl.GlRenderPass

net.minecraft.class_10866

net.minecraft.client.gl.RenderPassImpl

com.mojang.blaze3d.opengl.GlRenderPass

Fields

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

Constructors

(GlCommandEncoder, boolean)

Methods

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