Interface FabricBlockRenderManager
public interface FabricBlockRenderManager
Note: This interface is automatically implemented on
BlockRenderDispatcher via Mixin and interface injection.-
Method Summary
Modifier and TypeMethodDescriptiondefault voidrenderBlockAsEntity(net.minecraft.world.level.block.state.BlockState state, com.mojang.blaze3d.vertex.PoseStack matrices, net.minecraft.client.renderer.MultiBufferSource vertexConsumers, int light, int overlay, net.minecraft.world.level.BlockAndTintGetter blockView, net.minecraft.core.BlockPos pos) Alternative forBlockRenderDispatcher.renderSingleBlock(BlockState, PoseStack, MultiBufferSource, int, int)that additionally accepts theBlockAndTintGetterandBlockPosto pass towhen necessary.invalid reference
BlockStateModel#emitQuads(QuadEmitter, BlockAndTintGetter, BlockPos, BlockState, RandomSource, Predicate)
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Method Details
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renderBlockAsEntity
default void renderBlockAsEntity(net.minecraft.world.level.block.state.BlockState state, com.mojang.blaze3d.vertex.PoseStack matrices, net.minecraft.client.renderer.MultiBufferSource vertexConsumers, int light, int overlay, net.minecraft.world.level.BlockAndTintGetter blockView, net.minecraft.core.BlockPos pos) Alternative forBlockRenderDispatcher.renderSingleBlock(BlockState, PoseStack, MultiBufferSource, int, int)that additionally accepts theBlockAndTintGetterandBlockPosto pass towhen necessary. Prefer using this method over the vanilla alternative to correctly buffer models that have geometry on multiple render layers and to provide the model with additional context.invalid reference
BlockStateModel#emitQuads(QuadEmitter, BlockAndTintGetter, BlockPos, BlockState, RandomSource, Predicate)This method allows buffering a block model with minimal transformations to the model geometry. Usually used by entity renderers.
- Parameters:
state- The block state.matrices- The matrices.vertexConsumers- The vertex consumers.light- The minimum light value.overlay- The overlay value.blockView- The world in which to render the model. Can be empty (i.e.EmptyBlockAndTintGetter).pos- The position of the block in the world. Should beBlockPos.ZEROif the world is empty.- See Also:
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