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