Uses of Record Class
net.minecraft.client.renderer.feature.ModelFeatureRenderer.CrumblingOverlay
Packages that use ModelFeatureRenderer.CrumblingOverlay
Package
Description
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Uses of ModelFeatureRenderer.CrumblingOverlay in net.minecraft.client.renderer
Fields in net.minecraft.client.renderer declared as ModelFeatureRenderer.CrumblingOverlayModifier and TypeFieldDescriptionprivate final @Nullable ModelFeatureRenderer.CrumblingOverlaySubmitNodeStorage.ModelPartSubmit.crumblingOverlayThe field for thecrumblingOverlayrecord component.private final @Nullable ModelFeatureRenderer.CrumblingOverlaySubmitNodeStorage.ModelSubmit.crumblingOverlayThe field for thecrumblingOverlayrecord component.Methods in net.minecraft.client.renderer that return ModelFeatureRenderer.CrumblingOverlayModifier and TypeMethodDescription@Nullable ModelFeatureRenderer.CrumblingOverlaySubmitNodeStorage.ModelPartSubmit.crumblingOverlay()Returns the value of thecrumblingOverlayrecord component.@Nullable ModelFeatureRenderer.CrumblingOverlaySubmitNodeStorage.ModelSubmit.crumblingOverlay()Returns the value of thecrumblingOverlayrecord component.Methods in net.minecraft.client.renderer with parameters of type ModelFeatureRenderer.CrumblingOverlayModifier and TypeMethodDescriptiondefault <S> voidOrderedSubmitNodeCollector.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidOrderedSubmitNodeCollector.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) default <S> voidOrderedSubmitNodeCollector.submitModel(Model<? super S> model, S state, PoseStack poseStack, Identifier texture, int lightCoords, int overlayCoords, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) default <S> voidOrderedSubmitNodeCollector.submitModel(Model<S> model, S state, PoseStack poseStack, int lightCoords, int overlayCoords, int tintedColor, SpriteId sprite, SpriteGetter sprites, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidSubmitNodeCollection.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidSubmitNodeStorage.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) default voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) voidSubmitNodeCollection.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) voidSubmitNodeStorage.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) Constructors in net.minecraft.client.renderer with parameters of type ModelFeatureRenderer.CrumblingOverlayModifierConstructorDescriptionModelPartSubmit(PoseStack.Pose pose, ModelPart modelPart, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) Creates an instance of aModelPartSubmitrecord class.ModelSubmit(PoseStack.Pose pose, Model<? super S> model, S state, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) Creates an instance of aModelSubmitrecord class. -
Uses of ModelFeatureRenderer.CrumblingOverlay in net.minecraft.client.renderer.blockentity
Methods in net.minecraft.client.renderer.blockentity with parameters of type ModelFeatureRenderer.CrumblingOverlayModifier and TypeMethodDescriptionvoidAbstractEndPortalRenderer.extractRenderState(T blockEntity, S state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidAbstractSignRenderer.extractRenderState(SignBlockEntity blockEntity, S state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBannerRenderer.extractRenderState(BannerBlockEntity blockEntity, BannerRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBeaconRenderer.extractRenderState(T blockEntity, BeaconRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBedRenderer.extractRenderState(BedBlockEntity blockEntity, BedRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBellRenderer.extractRenderState(BellBlockEntity blockEntity, BellRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) default voidBlockEntityRenderer.extractRenderState(T blockEntity, S state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBlockEntityWithBoundingBoxRenderer.extractRenderState(T blockEntity, BlockEntityWithBoundingBoxRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBrushableBlockRenderer.extractRenderState(BrushableBlockEntity blockEntity, BrushableBlockRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidCampfireRenderer.extractRenderState(CampfireBlockEntity blockEntity, CampfireRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidChestRenderer.extractRenderState(T blockEntity, ChestRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidConduitRenderer.extractRenderState(ConduitBlockEntity blockEntity, ConduitRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidCopperGolemStatueBlockRenderer.extractRenderState(CopperGolemStatueBlockEntity blockEntity, CopperGolemStatueRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidDecoratedPotRenderer.extractRenderState(DecoratedPotBlockEntity blockEntity, DecoratedPotRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidEnchantTableRenderer.extractRenderState(EnchantingTableBlockEntity blockEntity, EnchantTableRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidHangingSignRenderer.extractRenderState(SignBlockEntity blockEntity, HangingSignRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidLecternRenderer.extractRenderState(LecternBlockEntity blockEntity, LecternRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidPistonHeadRenderer.extractRenderState(PistonMovingBlockEntity blockEntity, PistonHeadRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidShelfRenderer.extractRenderState(ShelfBlockEntity blockEntity, ShelfRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidShulkerBoxRenderer.extractRenderState(ShulkerBoxBlockEntity blockEntity, ShulkerBoxRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidSkullBlockRenderer.extractRenderState(SkullBlockEntity blockEntity, SkullBlockRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidSpawnerRenderer.extractRenderState(SpawnerBlockEntity blockEntity, SpawnerRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidStandingSignRenderer.extractRenderState(SignBlockEntity blockEntity, StandingSignRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidTestInstanceRenderer.extractRenderState(TestInstanceBlockEntity blockEntity, TestInstanceRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidTheEndGatewayRenderer.extractRenderState(TheEndGatewayBlockEntity blockEntity, EndGatewayRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidTrialSpawnerRenderer.extractRenderState(TrialSpawnerBlockEntity blockEntity, SpawnerRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidVaultRenderer.extractRenderState(VaultBlockEntity blockEntity, VaultRenderState state, float partialTicks, Vec3 cameraPosition, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidShulkerBoxRenderer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, float progress, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SpriteId sprite, int outlineColor) private voidShulkerBoxRenderer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Direction direction, float progress, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SpriteId sprite, int outlineColor) private static voidBannerRenderer.submitBanner(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, BannerModel model, BannerFlagModel flagModel, float phase, DyeColor baseColor, BannerPatternLayers patterns, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, int outlineColor) private static <S> voidBannerRenderer.submitPatternLayer(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model<S> model, S state, SpriteId sprite, DyeColor color, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) static <S> voidBannerRenderer.submitPatterns(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model<S> model, S state, boolean banner, DyeColor baseColor, BannerPatternLayers patterns, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBedRenderer.submitPiece(BedPart part, SpriteId sprite, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, int outlineColor) protected voidAbstractSignRenderer.submitSign(PoseStack poseStack, int lightCoords, WoodType type, Model.Simple signModel, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SubmitNodeCollector submitNodeCollector) private voidAbstractSignRenderer.submitSignWithText(S state, PoseStack poseStack, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SubmitNodeCollector submitNodeCollector) static voidSkullBlockRenderer.submitSkull(float animationValue, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SkullModelBase model, RenderType renderType, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) <E extends BlockEntity, S extends BlockEntityRenderState>
@Nullable SBlockEntityRenderDispatcher.tryExtractRenderState(E blockEntity, float partialTicks, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) Deprecated.<E extends BlockEntity, S extends BlockEntityRenderState>
@Nullable SBlockEntityRenderDispatcher.tryExtractRenderState(E blockEntity, float partialTicks, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, @Nullable Frustum frustum) -
Uses of ModelFeatureRenderer.CrumblingOverlay in net.minecraft.client.renderer.blockentity.state
Fields in net.minecraft.client.renderer.blockentity.state declared as ModelFeatureRenderer.CrumblingOverlayModifier and TypeFieldDescription@Nullable ModelFeatureRenderer.CrumblingOverlayBlockEntityRenderState.breakProgressMethods in net.minecraft.client.renderer.blockentity.state with parameters of type ModelFeatureRenderer.CrumblingOverlayModifier and TypeMethodDescriptionstatic voidBlockEntityRenderState.extractBase(BlockEntity blockEntity, BlockEntityRenderState state, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress)
BlockEntityRenderDispatcher.tryExtractRenderState(BlockEntity, float, ModelFeatureRenderer.CrumblingOverlay, net.minecraft.client.renderer.culling.Frustum)instead