History - com.mojang.blaze3d.opengl.GlRenderPass

25w18a

Names

fji

fkl

Fields

int: a, MAX_VERTEX_BUFFERS, field_57866, field_57866, MAX_VERTEX_BUFFERS

int: a, MAX_VERTEX_BUFFERS, field_57866

boolean: b, VALIDATION, field_57867, IS_DEVELOPMENT, VALIDATION

boolean: b, VALIDATION, field_57867

GlCommandEncoder: l, encoder, field_57877, resourceManager, encoder

GlCommandEncoder: k, encoder, field_57877

boolean: m, hasDepthTexture, field_57878, hasDepth, hasDepthTexture

boolean: l, hasDepthTexture, field_57878

boolean: n, closed, field_57879, closed, closed

boolean: m, closed, field_57879

GlRenderPipeline: c, pipeline, field_57868, pipeline, pipeline

GlRenderPipeline: c, pipeline, field_57868

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

GpuBuffer[]: d, vertexBuffers, field_57869

GpuBuffer: e, indexBuffer, field_57870, indexBuffer, indexBuffer

GpuBuffer: e, indexBuffer, field_57870

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

VertexFormat$IndexType: f, indexType, field_57871

ScissorState: g, scissorState, field_57872, scissorState, scissorState

HashMap<String, Object>: h, uniforms, field_57873, simpleUniforms, uniforms

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

HashMap<String, GpuTexture>: i, samplers, field_57874, samplerUniforms, samplers

HashMap<String, GpuTexture>: h, samplers, field_57874

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

Set<String>: i, dirtyUniforms, field_57875

Set<String>: k, dirtySamplers, field_57876, setSamplers, dirtySamplers

GlRenderPass$ScissorState: n, scissorState, field_57872

int: j, pushedDebugGroups, field_60170

Constructors

Methods

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

boolean (): a, hasDepthTexture, method_68407

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

void (RenderPipeline): setPipeline, setPipeline

void (String, GpuTexture): bindSampler, bindSampler, bindSampler, bindSampler, bindSampler

void (String, GpuTexture): 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 (int, int, int, int): enableScissor, enableScissor

void (): disableScissor, disableScissor, disableScissor

void (): disableScissor, disableScissor

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

void (int, GpuBuffer): setVertexBuffer, setVertexBuffer

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

void (GpuBuffer, VertexFormat$IndexType): 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 (int, int): draw, draw

void (): close, close, close

void (): close, close

void (Supplier<String>): pushDebugGroup, pushDebugGroup

void (): popDebugGroup, popDebugGroup

void (String, GpuBuffer): setUniform, setUniform

void (String, GpuBufferSlice): setUniform, setUniform

boolean (): b, isScissorEnabled, method_70808

int (): c, getScissorX, method_70809

int (): d, getScissorY, method_70810

int (): e, getScissorWidth, method_70811

int (): f, getScissorHeight, method_70812

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

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