public class RenderGuardian extends RenderLiving<EntityGuardian>
| Modifier and Type | Field and Description |
|---|---|
(package private) int |
field_177115_a |
private static ResourceLocation |
GUARDIAN_BEAM_TEXTURE |
private static ResourceLocation |
GUARDIAN_ELDER_TEXTURE |
private static ResourceLocation |
GUARDIAN_TEXTURE |
brightnessBuffer, layerRenderers, mainModel, renderOutlinesrenderManager, shadowOpaque, shadowSize| Constructor and Description |
|---|
RenderGuardian(RenderManager renderManagerIn) |
| Modifier and Type | Method and Description |
|---|---|
void |
doRender(EntityGuardian entity,
double x,
double y,
double z,
float entityYaw,
float partialTicks)
Actually renders the given argument.
|
private Vec3 |
func_177110_a(EntityLivingBase entityLivingBaseIn,
double p_177110_2_,
float p_177110_4_) |
protected ResourceLocation |
getEntityTexture(EntityGuardian entity)
Returns the location of an entity's texture.
|
protected void |
preRenderCallback(EntityGuardian entitylivingbaseIn,
float partialTickTime)
Allows the render to do any OpenGL state modifications necessary before the model is rendered.
|
boolean |
shouldRender(EntityGuardian livingEntity,
ICamera camera,
double camX,
double camY,
double camZ) |
canRenderName, func_177105_a, renderLeashaddLayer, getColorMultiplier, getDeathMaxRotation, getMainModel, getSwingProgress, handleRotationFloat, interpolateRotation, removeLayer, renderLayers, renderLivingAt, renderModel, renderName, rotateCorpse, setBrightness, setDoRenderBrightness, setRenderOutlines, setScoreTeamColor, transformHeldFull3DItemLayer, unsetBrightness, unsetScoreTeamColorbindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, getRenderManager, renderLivingLabel, renderOffsetAABB, renderOffsetLivingLabelprivate static final ResourceLocation GUARDIAN_TEXTURE
private static final ResourceLocation GUARDIAN_ELDER_TEXTURE
private static final ResourceLocation GUARDIAN_BEAM_TEXTURE
int field_177115_a
public RenderGuardian(RenderManager renderManagerIn)
public boolean shouldRender(EntityGuardian livingEntity, ICamera camera, double camX, double camY, double camZ)
shouldRender in class RenderLiving<EntityGuardian>private Vec3 func_177110_a(EntityLivingBase entityLivingBaseIn, double p_177110_2_, float p_177110_4_)
public void doRender(EntityGuardian entity, double x, double y, double z, float entityYaw, float partialTicks)
doRender in class RenderLiving<EntityGuardian>protected void preRenderCallback(EntityGuardian entitylivingbaseIn, float partialTickTime)
preRenderCallback in class RendererLivingEntity<EntityGuardian>protected ResourceLocation getEntityTexture(EntityGuardian entity)
getEntityTexture in class Render<EntityGuardian>