Uses of Interface
net.minecraft.client.render.command.OrderedRenderCommandQueue
Packages that use OrderedRenderCommandQueue
Package
Description
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Uses of OrderedRenderCommandQueue in net.minecraft.client.gui.hud
Methods in net.minecraft.client.gui.hud with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionprivate voidInGameOverlayRenderer.renderFloatingItem(MatrixStack matrices, float tickProgress, OrderedRenderCommandQueue queue) voidInGameOverlayRenderer.renderOverlays(boolean sleeping, float tickProgress, OrderedRenderCommandQueue queue) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.gui.render
Fields in net.minecraft.client.gui.render declared as OrderedRenderCommandQueueModifier and TypeFieldDescriptionprivate final OrderedRenderCommandQueueGuiRenderer.commandQueueConstructors in net.minecraft.client.gui.render with parameters of type OrderedRenderCommandQueueModifierConstructorDescriptionGuiRenderer(GuiRenderState state, VertexConsumerProvider.Immediate vertexConsumers, OrderedRenderCommandQueue queue, RenderDispatcher dispatcher, List<SpecialGuiElementRenderer<?>> specialElementRenderers) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.particle
Methods in net.minecraft.client.particle with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidBillboardParticleSubmittable.submit(OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) voidElderGuardianParticleRenderer.Result.submit(OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) voidItemPickupParticleRenderer.Result.submit(OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render
Methods in net.minecraft.client.render with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidMapRenderer.draw(MapRenderState state, MatrixStack matrices, OrderedRenderCommandQueue queue, boolean bool, int light) private voidWorldRenderer.pushEntityRenders(MatrixStack matrices, WorldRenderState renderStates, OrderedRenderCommandQueue queue) voidSubmittable.submit(OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.block.entity
Methods in net.minecraft.client.render.block.entity with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidAbstractEndPortalBlockEntityRenderer.render(S s, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) private voidAbstractSignBlockEntityRenderer.render(SignBlockEntityRenderState renderState, MatrixStack matrices, BlockState blockState, AbstractSignBlock block, WoodType woodType, Model.SinglePartModel model, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, OrderedRenderCommandQueue queue) voidAbstractSignBlockEntityRenderer.render(SignBlockEntityRenderState signBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidBannerBlockEntityRenderer.render(BannerBlockEntityRenderState bannerBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) private static voidBannerBlockEntityRenderer.render(SpriteHolder materials, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, float yaw, BannerBlockModel model, BannerFlagBlockModel flagModel, float pitch, DyeColor dyeColor, BannerPatternsComponent bannerPatterns, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, int int2) voidBeaconBlockEntityRenderer.render(BeaconBlockEntityRenderState beaconBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidBedBlockEntityRenderer.render(BedBlockEntityRenderState bedBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidBellBlockEntityRenderer.render(BellBlockEntityRenderState bellBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidBlockEntityRenderer.render(S state, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraState) <S extends BlockEntityRenderState>
voidBlockEntityRenderManager.render(S renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) voidBrushableBlockEntityRenderer.render(BrushableBlockEntityRenderState brushableBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidCampfireBlockEntityRenderer.render(CampfireBlockEntityRenderState campfireBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidChestBlockEntityRenderer.render(ChestBlockEntityRenderState chestBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidConduitBlockEntityRenderer.render(ConduitBlockEntityRenderState conduitBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidCopperGolemStatueBlockEntityRenderer.render(CopperGolemStatueBlockEntityRenderState copperGolemStatueBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidDecoratedPotBlockEntityRenderer.render(DecoratedPotBlockEntityRenderState decoratedPotBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidDecoratedPotBlockEntityRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, Sherds sherds, int int2) voidEnchantingTableBlockEntityRenderer.render(EnchantingTableBlockEntityRenderState enchantingTableBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidEndGatewayBlockEntityRenderer.render(EndGatewayBlockEntityRenderState endGatewayBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidLecternBlockEntityRenderer.render(LecternBlockEntityRenderState lecternBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidLoadedBlockEntityModels.render(Block block, ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, int outlineColor) voidMobSpawnerBlockEntityRenderer.render(MobSpawnerBlockEntityRenderState mobSpawnerBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidPistonBlockEntityRenderer.render(PistonBlockEntityRenderState pistonBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidShelfBlockEntityRenderer.render(ShelfBlockEntityRenderState shelfBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidShulkerBoxBlockEntityRenderer.render(ShulkerBoxBlockEntityRenderState shulkerBoxBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidShulkerBoxBlockEntityRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, Direction facing, float openness, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, SpriteIdentifier spriteId, int int2) voidSkullBlockEntityRenderer.render(SkullBlockEntityRenderState skullBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) static voidSkullBlockEntityRenderer.render(@Nullable Direction facing, float yaw, float poweredTicks, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, SkullBlockEntityModel model, RenderLayer renderLayer, int outlineColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) voidStructureBlockBlockEntityRenderer.render(StructureBlockBlockEntityRenderState structureBlockBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidTestInstanceBlockEntityRenderer.render(TestInstanceBlockEntityRenderState testInstanceBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidTrialSpawnerBlockEntityRenderer.render(MobSpawnerBlockEntityRenderState mobSpawnerBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidVaultBlockEntityRenderer.render(VaultBlockEntityRenderState vaultBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidBannerBlockEntityRenderer.renderAsItem(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, DyeColor baseColor, BannerPatternsComponent patterns, int int2) voidBedBlockEntityRenderer.renderAsItem(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, SpriteIdentifier textureId, int int2) static voidHangingSignBlockEntityRenderer.renderAsItem(SpriteHolder spriteHolder, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, Model.SinglePartModel singlePartModel, SpriteIdentifier spriteIdentifier) static voidSignBlockEntityRenderer.renderAsItem(SpriteHolder spriteHolder, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, Model.SinglePartModel model, SpriteIdentifier texture) private static voidBeaconBlockEntityRenderer.renderBeam(MatrixStack matrices, OrderedRenderCommandQueue queue, float scale, float rotationDegrees, int minHeight, int maxHeight, int color) static voidBeaconBlockEntityRenderer.renderBeam(MatrixStack matrices, OrderedRenderCommandQueue queue, Identifier textureId, float beamHeight, float beamRotationDegrees, int minHeight, int maxHeight, int color, float innerScale, float outerScale) static <S> voidBannerBlockEntityRenderer.renderCanvas(SpriteHolder materials, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, Model<S> model, S state, SpriteIdentifier spriteId, boolean useBannerLayer, DyeColor color, BannerPatternsComponent patterns, boolean bool, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlayCommand, int int2) static voidMobSpawnerBlockEntityRenderer.renderDisplayEntity(MatrixStack matrices, OrderedRenderCommandQueue queue, EntityRenderState state, EntityRenderManager entityRenderDispatcher, float rotation, float scale, CameraRenderState cameraRenderState) private voidTestInstanceBlockEntityRenderer.renderError(MatrixStack matrices, OrderedRenderCommandQueue queue, TestInstanceBlockEntity.Error error, CameraRenderState cameraRenderState) private voidStructureBlockBlockEntityRenderer.renderInvisibleBlocks(StructureBlockBlockEntityRenderState state, BlockPos pos, Vec3i size, OrderedRenderCommandQueue queue, MatrixStack matrices) private voidShelfBlockEntityRenderer.renderItem(ShelfBlockEntityRenderState state, ItemRenderState itemRenderState, MatrixStack matrices, OrderedRenderCommandQueue queue, int overlay, float rotationDegrees) private static <S> voidBannerBlockEntityRenderer.renderLayer(SpriteHolder materials, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, Model<S> model, S state, SpriteIdentifier spriteId, DyeColor color, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) private voidBedBlockEntityRenderer.renderPart(MatrixStack matrices, OrderedRenderCommandQueue queue, Model.SinglePartModel model, Direction direction, SpriteIdentifier spriteId, int light, int overlay, boolean isFoot, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, int int2) protected voidAbstractSignBlockEntityRenderer.renderSign(MatrixStack matrices, int lightmapCoords, WoodType woodType, Model.SinglePartModel model, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, OrderedRenderCommandQueue queue) private voidAbstractSignBlockEntityRenderer.renderText(SignBlockEntityRenderState renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, boolean front) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.command
Classes in net.minecraft.client.render.command that implement OrderedRenderCommandQueue -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.entity
Methods in net.minecraft.client.render.entity with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidAbstractBoatEntityRenderer.render(BoatEntityRenderState boatEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidAbstractMinecartEntityRenderer.render(S s, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidAgeableMobEntityRenderer.render(S s, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) Deprecated.voidArmorStandEntityRenderer.render(ArmorStandEntityRenderState armorStandEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidChickenEntityRenderer.render(ChickenEntityRenderState chickenEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidCowEntityRenderer.render(CowEntityRenderState cowEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidDisplayEntityRenderer.BlockDisplayEntityRenderer.render(BlockDisplayEntityRenderState blockDisplayEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, float float2) voidDisplayEntityRenderer.ItemDisplayEntityRenderer.render(ItemDisplayEntityRenderState itemDisplayEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, float float2) protected abstract voidDisplayEntityRenderer.render(ST state, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, float tickProgress) voidDisplayEntityRenderer.render(ST sT, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidDisplayEntityRenderer.TextDisplayEntityRenderer.render(TextDisplayEntityRenderState textDisplayEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, float float2) voidDragonFireballEntityRenderer.render(EntityRenderState renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraState) voidEndCrystalEntityRenderer.render(EndCrystalEntityRenderState endCrystalEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidEnderDragonEntityRenderer.render(EnderDragonEntityRenderState enderDragonEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidEntityRenderer.render(S renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraState) <S extends EntityRenderState>
voidEntityRenderManager.render(S renderState, CameraRenderState cameraRenderState, double double2, double double3, double double4, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue) voidEvokerFangsEntityRenderer.render(EvokerFangsEntityRenderState evokerFangsEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidExperienceOrbEntityRenderer.render(ExperienceOrbEntityRenderState experienceOrbEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidFallingBlockEntityRenderer.render(FallingBlockEntityRenderState fallingBlockEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidFireworkRocketEntityRenderer.render(FireworkRocketEntityRenderState fireworkRocketEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidFishingBobberEntityRenderer.render(FishingBobberEntityState fishingBobberEntityState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidFlyingItemEntityRenderer.render(FlyingItemEntityRenderState flyingItemEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidGuardianEntityRenderer.render(GuardianEntityRenderState guardianEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidIllusionerEntityRenderer.render(IllusionerEntityRenderState illusionerEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidItemEntityRenderer.render(ItemEntityRenderState itemEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) static voidItemEntityRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, ItemStackEntityRenderState state, Random random) static voidItemEntityRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, ItemStackEntityRenderState state, Random random, Box boundingBox) voidItemFrameEntityRenderer.render(ItemFrameEntityRenderState itemFrameEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidLeashKnotEntityRenderer.render(EntityRenderState renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraState) voidLightningEntityRenderer.render(LightningEntityRenderState lightningEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidLivingEntityRenderer.render(S s, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidLlamaSpitEntityRenderer.render(LlamaSpitEntityRenderState llamaSpitEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidOminousItemSpawnerEntityRenderer.render(ItemStackEntityRenderState itemStackEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidPaintingEntityRenderer.render(PaintingEntityRenderState paintingEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidPigEntityRenderer.render(PigEntityRenderState pigEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidProjectileEntityRenderer.render(S s, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidPufferfishEntityRenderer.render(PufferfishEntityRenderState pufferfishEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidSalmonEntityRenderer.render(SalmonEntityRenderState salmonEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidShulkerBulletEntityRenderer.render(ShulkerBulletEntityRenderState shulkerBulletEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidTntEntityRenderer.render(TntEntityRenderState tntEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidTridentEntityRenderer.render(TridentEntityRenderState tridentEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidTropicalFishEntityRenderer.render(TropicalFishEntityRenderState tropicalFishEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidWindChargeEntityRenderer.render(EntityRenderState renderState, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraState) voidWitherSkullEntityRenderer.render(WitherSkullEntityRenderState witherSkullEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) private voidPlayerEntityRenderer.renderArm(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, Identifier skinTexture, ModelPart arm, boolean sleeveVisible) private static voidGuardianEntityRenderer.renderBeam(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, Vec3d vec3d, float beamTicks, float float2, float float3) protected voidAbstractMinecartEntityRenderer.renderBlock(S state, BlockState blockState, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) protected voidTntMinecartEntityRenderer.renderBlock(TntMinecartEntityRenderState tntMinecartEntityRenderState, BlockState blockState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2) static voidEnderDragonEntityRenderer.renderCrystalBeam(float dx, float dy, float dz, float tickProgress, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) private static voidEnderDragonEntityRenderer.renderDeathAnimation(MatrixStack matrices, float animationProgress, OrderedRenderCommandQueue orderedRenderCommandQueue, RenderLayer renderLayer) static voidTntMinecartEntityRenderer.renderFlashingBlock(BlockState state, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, boolean bool, int int3) Renders a given block state into the given buffers either normally or with a bright white overlay.protected voidEntityRenderer.renderLabelIfPresent(S state, MatrixStack matrices, OrderedRenderCommandQueue queue, CameraRenderState cameraRenderState) protected voidPlayerEntityRenderer.renderLabelIfPresent(PlayerEntityRenderState playerEntityRenderState, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, CameraRenderState cameraRenderState) voidPlayerEntityRenderer.renderLeftArm(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, Identifier skinTexture, boolean sleeveVisible) private voidPaintingEntityRenderer.renderPainting(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, RenderLayer renderLayer, int[] int2, int int3, int int4, Sprite sprite, Sprite sprite2) voidPlayerEntityRenderer.renderRightArm(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, Identifier skinTexture, boolean sleeveVisible) static voidItemEntityRenderer.renderStack(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, ItemStackEntityRenderState state, Random random) protected voidAbstractBoatEntityRenderer.renderWaterMask(BoatEntityRenderState state, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) protected voidBoatEntityRenderer.renderWaterMask(BoatEntityRenderState state, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.entity.equipment
Methods in net.minecraft.client.render.entity.equipment with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescription<S> voidEquipmentRenderer.render(EquipmentModel.LayerType layerType, RegistryKey<EquipmentAsset> assetKey, Model<? super S> model, S s, ItemStack itemStack, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3) <S> voidEquipmentRenderer.render(EquipmentModel.LayerType layerType, RegistryKey<EquipmentAsset> assetKey, Model<? super S> model, S s, ItemStack itemStack, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, @Nullable Identifier identifier, int int3, int int4) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.entity.feature
Methods in net.minecraft.client.render.entity.feature with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidArmorFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidBreezeEyesFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, BreezeEntityRenderState breezeEntityRenderState, float float2, float float3) voidBreezeWindFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, BreezeEntityRenderState breezeEntityRenderState, float float2, float float3) voidCapeFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PlayerEntityRenderState playerEntityRenderState, float float2, float float3) voidCatCollarFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, CatEntityRenderState catEntityRenderState, float float2, float float3) voidCopperGolemHeadBlockFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, S state, float limbAngle, float limbDistance) voidDeadmau5FeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PlayerEntityRenderState playerEntityRenderState, float float2, float float3) voidDolphinHeldItemFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, DolphinEntityRenderState dolphinEntityRenderState, float float2, float float3) voidDrownedOverlayFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, ZombieEntityRenderState zombieEntityRenderState, float float2, float float3) voidElytraFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidEmissiveFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidEndermanBlockFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, EndermanEntityRenderState endermanEntityRenderState, float float2, float float3) voidEnergySwirlOverlayFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, S state, float limbAngle, float limbDistance) voidEyesFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, S state, float limbAngle, float limbDistance) protected static <S extends LivingEntityRenderState>
voidFeatureRenderer.render(Model<? super S> model, Identifier texture, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, S state, int color, int int2) abstract voidFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, S state, float limbAngle, float limbDistance) voidFoxHeldItemFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, FoxEntityRenderState foxEntityRenderState, float float2, float float3) voidHappyGhastRopesFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, HappyGhastEntityRenderState happyGhastEntityRenderState, float float2, float float3) voidHeadFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidHeldItemFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidHorseMarkingFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, HorseEntityRenderState horseEntityRenderState, float float2, float float3) voidIronGolemCrackFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, IronGolemEntityRenderState ironGolemEntityRenderState, float float2, float float3) voidIronGolemFlowerFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, IronGolemEntityRenderState ironGolemEntityRenderState, float float2, float float3) voidLlamaDecorFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, LlamaEntityRenderState llamaEntityRenderState, float float2, float float3) private voidLlamaDecorFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, LlamaEntityRenderState state, ItemStack stack, RegistryKey<EquipmentAsset> registryKey, int light) voidMooshroomMushroomFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, MooshroomEntityRenderState mooshroomEntityRenderState, float float2, float float3) voidPandaHeldItemFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PandaEntityRenderState pandaEntityRenderState, float float2, float float3) voidSaddleFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidSheepWoolFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, SheepEntityRenderState sheepEntityRenderState, float float2, float float3) voidSheepWoolUndercoatFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, SheepEntityRenderState sheepEntityRenderState, float float2, float float3) voidShoulderParrotFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PlayerEntityRenderState playerEntityRenderState, float float2, float float3) private voidShoulderParrotFeatureRenderer.render(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, PlayerEntityRenderState state, ParrotEntity.Variant parrotVariant, float headYaw, float headPitch, boolean left) voidSkeletonOverlayFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidSlimeOverlayFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, SlimeEntityRenderState slimeEntityRenderState, float float2, float float3) voidSnowGolemPumpkinFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, SnowGolemEntityRenderState snowGolemEntityRenderState, float float2, float float3) voidStuckObjectsFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PlayerEntityRenderState playerEntityRenderState, float float2, float float3) voidTridentRiptideFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, PlayerEntityRenderState playerEntityRenderState, float float2, float float3) voidTropicalFishColorFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, TropicalFishEntityRenderState tropicalFishEntityRenderState, float float2, float float3) voidVillagerClothingFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidVillagerHeldItemFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, S s, float float2, float float3) voidWolfArmorFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, WolfEntityRenderState wolfEntityRenderState, float float2, float float3) voidWolfCollarFeatureRenderer.render(MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, WolfEntityRenderState wolfEntityRenderState, float float2, float float3) private voidArmorFeatureRenderer.renderArmor(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, ItemStack stack, EquipmentSlot slot, int light, S s) private voidWolfArmorFeatureRenderer.renderCracks(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, ItemStack stack, Model<WolfEntityRenderState> model, WolfEntityRenderState wolfEntityRenderState) protected voidHeldItemFeatureRenderer.renderItem(S entityState, ItemRenderState itemRenderState, Arm arm, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) protected voidPlayerHeldItemFeatureRenderer.renderItem(S s, ItemRenderState itemRenderState, Arm arm, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2) protected static <S extends LivingEntityRenderState>
voidFeatureRenderer.renderModel(Model<? super S> model, Identifier identifier, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, S state, int color, int int2) private voidMooshroomMushroomFeatureRenderer.renderMushroom(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, boolean renderAsModel, int int2, BlockState blockState, int int3, BlockStateModel blockStateModel) private voidStuckObjectsFeatureRenderer.renderObject(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, float float2, float directionX, float directionY, int color) private voidPlayerHeldItemFeatureRenderer.renderSpyglass(S s, Arm arm, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.item
Methods in net.minecraft.client.render.item with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescription(package private) voidItemRenderState.LayerRenderState.render(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, int overlay, int int2) voidItemRenderState.render(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, int overlay, int int2) private voidHeldItemRenderer.renderArm(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, Arm arm) private voidHeldItemRenderer.renderArmHoldingItem(MatrixStack matrices, OrderedRenderCommandQueue queue, int light, float equipProgress, float swingProgress, Arm arm) private voidHeldItemRenderer.renderFirstPersonItem(AbstractClientPlayerEntity player, float tickProgress, float pitch, Hand hand, float swingProgress, ItemStack item, float equipProgress, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) private voidHeldItemRenderer.renderFirstPersonMap(MatrixStack matrices, OrderedRenderCommandQueue queue, int swingProgress, ItemStack stack) voidHeldItemRenderer.renderItem(float tickProgress, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, ClientPlayerEntity player, int light) voidHeldItemRenderer.renderItem(LivingEntity entity, ItemStack stack, ItemDisplayContext renderMode, MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light) private voidHeldItemRenderer.renderMapInBothHands(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, float pitch, float equipProgress, float swingProgress) private voidHeldItemRenderer.renderMapInOneHand(MatrixStack matrices, OrderedRenderCommandQueue orderedRenderCommandQueue, int light, float equipProgress, Arm arm, float swingProgress, ItemStack stack) -
Uses of OrderedRenderCommandQueue in net.minecraft.client.render.item.model.special
Methods in net.minecraft.client.render.item.model.special with parameters of type OrderedRenderCommandQueueModifier and TypeMethodDescriptionvoidBannerModelRenderer.render(@Nullable BannerPatternsComponent bannerPatternsComponent, ItemDisplayContext itemDisplayContext, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, boolean bool, int int4) voidBedModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidChestModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidConduitModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidCopperGolemStatueModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidDecoratedPotModelRenderer.render(@Nullable Sherds sherds, ItemDisplayContext itemDisplayContext, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, boolean bool, int int4) voidHangingSignModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidHeadModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidPlayerHeadModelRenderer.render(PlayerSkinCache.Entry entry, ItemDisplayContext itemDisplayContext, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, boolean bool, int int4) voidShieldModelRenderer.render(@Nullable ComponentMap componentMap, ItemDisplayContext itemDisplayContext, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, boolean bool, int int4) voidShulkerBoxModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidSignModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) default voidSimpleSpecialModelRenderer.render(@Nullable Void void2, ItemDisplayContext itemDisplayContext, MatrixStack matrixStack, OrderedRenderCommandQueue orderedRenderCommandQueue, int int2, int int3, boolean bool, int int4) voidSimpleSpecialModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidSpecialModelRenderer.render(T data, ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2) voidTridentModelRenderer.render(ItemDisplayContext displayContext, MatrixStack matrices, OrderedRenderCommandQueue queue, int light, int overlay, boolean glint, int int2)