Uses of Class
net.minecraft.client.util.math.MatrixStack
Packages that use MatrixStack
Package
Description
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Uses of MatrixStack in net.minecraft.client.gui.hud
Methods in net.minecraft.client.gui.hud with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate static voidInGameOverlayRenderer.renderFireOverlay(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Sprite sprite) private voidInGameOverlayRenderer.renderFloatingItem(MatrixStack matrices, float tickProgress, OrderedRenderCommandQueue queue) private static voidInGameOverlayRenderer.renderInWallOverlay(Sprite sprite, MatrixStack matrices, VertexConsumerProvider vertexConsumers) private static voidInGameOverlayRenderer.renderUnderwaterOverlay(MinecraftClient client, MatrixStack matrices, VertexConsumerProvider vertexConsumers) -
Uses of MatrixStack in net.minecraft.client.gui.render
Methods in net.minecraft.client.gui.render with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate voidGuiRenderer.prepareItemInitially(KeyedItemRenderState state, MatrixStack matrices, int x, int y, int scale) protected voidBannerResultGuiElementRenderer.render(BannerResultGuiElementRenderState bannerResultGuiElementRenderState, MatrixStack matrixStack) protected voidBookModelGuiElementRenderer.render(BookModelGuiElementRenderState bookModelGuiElementRenderState, MatrixStack matrixStack) protected voidEntityGuiElementRenderer.render(EntityGuiElementRenderState entityGuiElementRenderState, MatrixStack matrixStack) protected voidOversizedItemGuiElementRenderer.render(OversizedItemGuiElementRenderState oversizedItemGuiElementRenderState, MatrixStack matrixStack) protected voidPlayerSkinGuiElementRenderer.render(PlayerSkinGuiElementRenderState playerSkinGuiElementRenderState, MatrixStack matrixStack) protected voidProfilerChartGuiElementRenderer.render(ProfilerChartGuiElementRenderState profilerChartGuiElementRenderState, MatrixStack matrixStack) protected voidSignGuiElementRenderer.render(SignGuiElementRenderState signGuiElementRenderState, MatrixStack matrixStack) protected abstract voidSpecialGuiElementRenderer.render(T state, MatrixStack matrices) -
Uses of MatrixStack in net.minecraft.client.model
Methods in net.minecraft.client.model with parameters of type MatrixStackModifier and TypeMethodDescriptionvoidModelPart.applyTransform(MatrixStack matrices) voidModelPart.collectVertices(MatrixStack matrices, Set<Vector3f> vertices) voidModelPart.forEachCuboid(MatrixStack matrices, ModelPart.CuboidConsumer consumer) private voidModelPart.forEachCuboid(MatrixStack matrices, ModelPart.CuboidConsumer consumer, String path) final voidModel.render(MatrixStack matrices, VertexConsumer vertices, int light, int overlay) final voidModel.render(MatrixStack matrices, VertexConsumer vertices, int light, int overlay, int color) voidModelPart.render(MatrixStack matrices, VertexConsumer vertices, int light, int overlay) voidModelPart.render(MatrixStack matrices, VertexConsumer vertices, int light, int overlay, int color) -
Uses of MatrixStack in net.minecraft.client.particle
Fields in net.minecraft.client.particle declared as MatrixStackModifier and TypeFieldDescriptionprivate final MatrixStackElderGuardianParticleRenderer.State.matricesThe field for thematricesrecord component.Methods in net.minecraft.client.particle that return MatrixStackModifier and TypeMethodDescriptionElderGuardianParticleRenderer.State.matrices()Returns the value of thematricesrecord component.Constructors in net.minecraft.client.particle with parameters of type MatrixStackModifierConstructorDescriptionprivateState(Model<Unit> model, MatrixStack matrixStack, RenderLayer renderLayer, int int2) -
Uses of MatrixStack in net.minecraft.client.render
Methods in net.minecraft.client.render with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate voidGameRenderer.bobView(MatrixStack matrices, float tickProgress) private voidWorldRenderer.checkEmpty(MatrixStack matrices) voidMapRenderer.draw(MapRenderState state, MatrixStack matrices, OrderedRenderCommandQueue queue, boolean bool, int light) private voidWorldRenderer.drawBlockOutline(MatrixStack matrices, VertexConsumer vertexConsumer, double x, double y, double z, OutlineRenderState state, int int2) voidSkyRendering.drawEndLightFlash(MatrixStack matrixStack, float float2, float skyFactor, float pitch) static voidVertexRendering.drawFilledBox(MatrixStack matrices, VertexConsumer vertexConsumers, double minX, double minY, double minZ, double maxX, double maxY, double maxZ, float red, float green, float blue, float alpha) static voidVertexRendering.drawFilledBox(MatrixStack matrices, VertexConsumer vertexConsumers, float minX, float minY, float minZ, float maxX, float maxY, float maxZ, float red, float green, float blue, float alpha) static voidVertexRendering.drawOutline(MatrixStack matrices, VertexConsumer vertexConsumers, VoxelShape shape, double offsetX, double offsetY, double offsetZ, int color) static voidVertexRendering.drawVector(MatrixStack matrices, VertexConsumer vertexConsumers, Vector3f offset, Vec3d vec, int argb) private voidWorldRenderer.pushEntityRenders(MatrixStack matrices, WorldRenderState renderStates, OrderedRenderCommandQueue queue) private voidWorldRenderer.renderBlockDamage(MatrixStack matrices, VertexConsumerProvider.Immediate immediate, WorldRenderState renderStates) private voidWorldRenderer.renderBlockEntities(MatrixStack matrices, WorldRenderState renderStates, OrderedRenderCommandQueueImpl queue) voidSkyRendering.renderCelestialBodies(MatrixStack matrices, float float2, int int2, float float3, float float4) voidSkyRendering.renderGlowingSky(MatrixStack matrices, float float2, int int2) private voidSkyRendering.renderMoon(int phase, float alpha, MatrixStack matrixStack) private voidSkyRendering.renderStars(float brightness, MatrixStack matrices) private voidSkyRendering.renderSun(float alpha, MatrixStack matrices) private voidWorldRenderer.renderTargetBlockOutline(VertexConsumerProvider.Immediate immediate, MatrixStack matrices, boolean renderBlockOutline, WorldRenderState renderStates) private voidGameRenderer.tiltViewWhenHurt(MatrixStack matrices, float tickProgress) -
Uses of MatrixStack in net.minecraft.client.render.block
Methods in net.minecraft.client.render.block with parameters of type MatrixStackModifier and TypeMethodDescriptionvoidBlockModelRenderer.render(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos, MatrixStack matrices, VertexConsumer vertexConsumer, boolean cull, int overlay) voidBlockRenderManager.renderBlock(BlockState state, BlockPos pos, BlockRenderView world, MatrixStack matrices, VertexConsumer vertexConsumer, boolean cull, List<BlockModelPart> parts) voidBlockRenderManager.renderBlockAsEntity(BlockState state, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, int overlay) voidBlockRenderManager.renderDamage(BlockState state, BlockPos pos, BlockRenderView world, MatrixStack matrices, VertexConsumer vertexConsumer) voidBlockModelRenderer.renderFlat(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos, MatrixStack matrices, VertexConsumer vertexConsumer, boolean cull, int overlay) private voidBlockModelRenderer.renderQuadsFlat(BlockRenderView world, BlockState state, BlockPos pos, int light, int overlay, boolean useWorldLight, MatrixStack matrices, VertexConsumer vertexConsumer, List<BakedQuad> quads, BlockModelRenderer.LightmapCache lightmap) private voidBlockModelRenderer.renderQuadsSmooth(BlockRenderView world, BlockState state, BlockPos pos, MatrixStack matrices, VertexConsumer vertexConsumer, List<BakedQuad> quads, BlockModelRenderer.AmbientOcclusionCalculator ambientOcclusionCalculator, int overlay) voidBlockModelRenderer.renderSmooth(BlockRenderView world, List<BlockModelPart> parts, BlockState state, BlockPos pos, MatrixStack matrices, VertexConsumer vertexConsumer, boolean cull, int overlay) -
Uses of MatrixStack in net.minecraft.client.render.block.entity
Methods in net.minecraft.client.render.block.entity with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate voidAbstractSignBlockEntityRenderer.applyTextTransforms(MatrixStack matrices, boolean front, Vec3d textOffset) protected abstract voidAbstractSignBlockEntityRenderer.applyTransforms(MatrixStack matrices, float blockRotationDegrees, BlockState state) protected voidHangingSignBlockEntityRenderer.applyTransforms(MatrixStack matrices, float blockRotationDegrees, BlockState state) protected voidSignBlockEntityRenderer.applyTransforms(MatrixStack matrices, float blockRotationDegrees, BlockState state) voidAbstractEndPortalBlockEntityRenderer.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) static voidHangingSignBlockEntityRenderer.setAngles(MatrixStack matrices, float blockRotationDegrees) private static voidSignBlockEntityRenderer.setAngles(MatrixStack matrices, float blockRotationDegrees) private static voidBedBlockEntityRenderer.setTransforms(MatrixStack matrices, boolean isFoot, Direction direction) private voidShulkerBoxBlockEntityRenderer.setTransforms(MatrixStack matrices, Direction facing, float openness) static voidSignBlockEntityRenderer.setTransformsForItem(MatrixStack matrices) -
Uses of MatrixStack in net.minecraft.client.render.command
Fields in net.minecraft.client.render.command declared as MatrixStackModifier and TypeFieldDescriptionprivate final MatrixStackFallingBlockCommandRenderer.matricesprivate final MatrixStackItemCommandRenderer.matricesprivate final MatrixStackModelCommandRenderer.matricesprivate final MatrixStackModelPartCommandRenderer.matricesMethods in net.minecraft.client.render.command with parameters of type MatrixStackModifier and TypeMethodDescriptionvoidCustomCommandRenderer.Commands.add(MatrixStack matrices, RenderLayer renderLayer, OrderedRenderCommandQueue.Custom custom) voidLabelCommandRenderer.Commands.add(MatrixStack matrices, @Nullable Vec3d pos, int y, Text label, boolean notSneaking, int light, double squaredDistanceToCamera, CameraRenderState cameraState) private static voidDebugHitboxCommandRenderer.renderDebugHitbox(MatrixStack matrices, EntityHitboxAndView debugHitbox, VertexConsumer vertexConsumer, float standingEyeHeight) private static voidDebugHitboxCommandRenderer.renderHitbox(MatrixStack matrices, VertexConsumer vertexConsumer, EntityHitbox hitbox) voidBatchingRenderCommandQueue.submitBlock(MatrixStack matrices, BlockState state, int light, int overlay, int outlineColor) voidOrderedRenderCommandQueueImpl.submitBlock(MatrixStack matrices, BlockState state, int light, int overlay, int outlineColor) voidRenderCommandQueue.submitBlock(MatrixStack matrices, BlockState state, int light, int overlay, int outlineColor) voidBatchingRenderCommandQueue.submitBlockStateModel(MatrixStack matrices, RenderLayer renderLayer, BlockStateModel model, float r, float g, float b, int light, int overlay, int outlineColor) voidOrderedRenderCommandQueueImpl.submitBlockStateModel(MatrixStack matrices, RenderLayer renderLayer, BlockStateModel model, float r, float g, float b, int light, int overlay, int outlineColor) voidRenderCommandQueue.submitBlockStateModel(MatrixStack matrices, RenderLayer renderLayer, BlockStateModel model, float r, float g, float b, int light, int overlay, int outlineColor) voidBatchingRenderCommandQueue.submitCustom(MatrixStack matrices, RenderLayer renderLayer, OrderedRenderCommandQueue.Custom customRenderer) voidOrderedRenderCommandQueueImpl.submitCustom(MatrixStack matrices, RenderLayer renderLayer, OrderedRenderCommandQueue.Custom customRenderer) voidRenderCommandQueue.submitCustom(MatrixStack matrices, RenderLayer renderLayer, OrderedRenderCommandQueue.Custom customRenderer) voidBatchingRenderCommandQueue.submitDebugHitbox(MatrixStack matrices, EntityRenderState renderState, EntityHitboxAndView debugHitbox) voidOrderedRenderCommandQueueImpl.submitDebugHitbox(MatrixStack matrices, EntityRenderState renderState, EntityHitboxAndView debugHitbox) voidRenderCommandQueue.submitDebugHitbox(MatrixStack matrices, EntityRenderState renderState, EntityHitboxAndView debugHitbox) voidBatchingRenderCommandQueue.submitFire(MatrixStack matrices, EntityRenderState renderState, Quaternionf rotation) voidOrderedRenderCommandQueueImpl.submitFire(MatrixStack matrices, EntityRenderState renderState, Quaternionf rotation) voidRenderCommandQueue.submitFire(MatrixStack matrices, EntityRenderState renderState, Quaternionf rotation) voidBatchingRenderCommandQueue.submitItem(MatrixStack matrices, ItemDisplayContext displayContext, int light, int overlay, int outlineColors, int[] tintLayers, List<BakedQuad> quads, RenderLayer renderLayer, ItemRenderState.Glint glintType) voidOrderedRenderCommandQueueImpl.submitItem(MatrixStack matrices, ItemDisplayContext displayContext, int light, int overlay, int outlineColors, int[] tintLayers, List<BakedQuad> quads, RenderLayer renderLayer, ItemRenderState.Glint glintType) voidRenderCommandQueue.submitItem(MatrixStack matrices, ItemDisplayContext displayContext, int light, int overlay, int outlineColors, int[] tintLayers, List<BakedQuad> quads, RenderLayer renderLayer, ItemRenderState.Glint glintType) voidBatchingRenderCommandQueue.submitLabel(MatrixStack matrices, @Nullable Vec3d nameLabelPos, int y, Text label, boolean notSneaking, int light, double squaredDistanceToCamera, CameraRenderState cameraState) voidOrderedRenderCommandQueueImpl.submitLabel(MatrixStack matrices, @Nullable Vec3d nameLabelPos, int y, Text label, boolean notSneaking, int light, double squaredDistanceToCamera, CameraRenderState cameraState) voidRenderCommandQueue.submitLabel(MatrixStack matrices, @Nullable Vec3d nameLabelPos, int y, Text label, boolean notSneaking, int light, double squaredDistanceToCamera, CameraRenderState cameraState) voidBatchingRenderCommandQueue.submitLeash(MatrixStack matrices, EntityRenderState.LeashData leashData) voidOrderedRenderCommandQueueImpl.submitLeash(MatrixStack matrices, EntityRenderState.LeashData leashData) voidRenderCommandQueue.submitLeash(MatrixStack matrices, EntityRenderState.LeashData leashData) <S> voidBatchingRenderCommandQueue.submitModel(Model<? super S> model, S state, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, int tintedColor, @Nullable Sprite sprite, int outlineColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) <S> voidOrderedRenderCommandQueueImpl.submitModel(Model<? super S> model, S state, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, int tintedColor, @Nullable Sprite sprite, int outlineColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) default <S> voidRenderCommandQueue.submitModel(Model<? super S> model, S state, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, int outlineColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) <S> voidRenderCommandQueue.submitModel(Model<? super S> model, S state, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, int tintedColor, @Nullable Sprite sprite, int outlineColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) voidBatchingRenderCommandQueue.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite, boolean sheeted, boolean hasGlint, int tintedColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, int int2) voidOrderedRenderCommandQueueImpl.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite, boolean sheeted, boolean hasGlint, int tintedColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, int int2) default voidRenderCommandQueue.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite) default voidRenderCommandQueue.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite, boolean sheeted, boolean hasGlint) voidRenderCommandQueue.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite, boolean sheeted, boolean hasGlint, int tintedColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay, int int2) default voidRenderCommandQueue.submitModelPart(ModelPart part, MatrixStack matrices, RenderLayer renderLayer, int light, int overlay, @Nullable Sprite sprite, int tintedColor, ModelCommandRenderer.CrumblingOverlayCommand crumblingOverlay) voidBatchingRenderCommandQueue.submitMovingBlock(MatrixStack matrices, MovingBlockRenderState state) voidOrderedRenderCommandQueueImpl.submitMovingBlock(MatrixStack matrices, MovingBlockRenderState state) voidRenderCommandQueue.submitMovingBlock(MatrixStack matrices, MovingBlockRenderState state) voidBatchingRenderCommandQueue.submitShadowPieces(MatrixStack matrices, float shadowRadius, List<EntityRenderState.ShadowPiece> shadowPieces) voidOrderedRenderCommandQueueImpl.submitShadowPieces(MatrixStack matrices, float shadowRadius, List<EntityRenderState.ShadowPiece> shadowPieces) voidRenderCommandQueue.submitShadowPieces(MatrixStack matrices, float shadowRadius, List<EntityRenderState.ShadowPiece> shadowPieces) voidBatchingRenderCommandQueue.submitText(MatrixStack matrices, float x, float y, OrderedText text, boolean dropShadow, TextRenderer.TextLayerType layerType, int light, int color, int backgroundColor, int outlineColor) voidOrderedRenderCommandQueueImpl.submitText(MatrixStack matrices, float x, float y, OrderedText text, boolean dropShadow, TextRenderer.TextLayerType layerType, int light, int color, int backgroundColor, int outlineColor) voidRenderCommandQueue.submitText(MatrixStack matrices, float x, float y, OrderedText text, boolean dropShadow, TextRenderer.TextLayerType layerType, int light, int color, int backgroundColor, int outlineColor) -
Uses of MatrixStack in net.minecraft.client.render.debug
Methods in net.minecraft.client.render.debug with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate static voidPoiDebugRenderer.accentuatePoi(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos) private voidBrainDebugRenderer.draw(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double x, double y, double z, DebugDataStore store) private voidBeeDebugRenderer.drawBee(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Entity bee, BeeDebugData data, @Nullable GoalSelectorDebugData goalData) static voidDebugRenderer.drawBlockBox(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, float red, float green, float blue, float alpha) static voidDebugRenderer.drawBox(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double minX, double minY, double minZ, double maxX, double maxY, double maxZ, float red, float green, float blue, float alpha) static voidDebugRenderer.drawBox(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, float expand, float red, float green, float blue, float alpha) static voidDebugRenderer.drawBox(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos1, BlockPos pos2, float red, float green, float blue, float alpha) static voidDebugRenderer.drawBox(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Box box, float red, float green, float blue, float alpha) private static voidGameEventDebugRenderer.drawBoxIfCameraReady(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Box box, float red, float green, float blue, float alpha) private voidBrainDebugRenderer.drawBrain(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Entity entity, BrainDebugData brainData, double double2, double double3, double double4) private static voidLightDebugRenderer.drawEdge(MatrixStack matrices, VertexConsumer vertexConsumer, double cameraX, double cameraY, double cameraZ, int x1, int y1, int z1, int x2, int y2, int z, Vector4f color) private static voidLightDebugRenderer.drawEdges(MatrixStack matrices, VoxelSet shape, ChunkSectionPos sectionPos, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, Vector4f color) private static voidLightDebugRenderer.drawFace(MatrixStack matrices, VertexConsumer vertexConsumer, Direction direction, double cameraX, double cameraY, double cameraZ, int x, int y, int z, Vector4f color) private static voidLightDebugRenderer.drawFaces(MatrixStack matrices, VoxelSet shape, ChunkSectionPos sectionPos, VertexConsumer vertexConsumer, double cameraX, double cameraY, double cameraZ, Vector4f color) static voidDebugRenderer.drawFloatingText(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, BlockPos pos, int lineNumber, int color, float size) private voidBeeDebugRenderer.drawFlowers(MatrixStack matrices, VertexConsumerProvider vertexConsumers, DebugDataStore dataStore) private voidPoiDebugRenderer.drawGhostPoi(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, List<String> ticketHolders) private static voidBeeDebugRenderer.drawHive(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos) private voidBeeDebugRenderer.drawHiveBees(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, List<String> bees) private voidBeeDebugRenderer.drawHiveInfo(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, BeeHiveDebugData data, Collection<UUID> blacklistingBees, DebugDataStore dataStore) static voidDebugRenderer.drawLargeFloatingText(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Entity pos, int lineNumber, String string, int color, float size) private static voidBreezeDebugRenderer.drawLine(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, Vec3d entityPos, Vec3d targetPos, int color) static voidPathfindingDebugRenderer.drawPath(MatrixStack matrices, VertexConsumerProvider vertexConsumers, Path path, float nodeSize, boolean drawDebugNodes, boolean drawLabels, double cameraX, double cameraY, double cameraZ) static voidPathfindingDebugRenderer.drawPathLines(MatrixStack matrices, VertexConsumer vertexConsumers, Path path, double cameraX, double cameraY, double cameraZ) private voidPoiDebugRenderer.drawPoiInfo(MatrixStack matrices, VertexConsumerProvider vertexConsumers, PoiDebugData poiData, DebugDataStore store) private static voidRaidCenterDebugRenderer.drawRaidCenter(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos) private static voidBeeDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, BlockPos pos, BeeHiveDebugData beeHiveDebugData, int lineNumber, int color) static voidDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, double x, double y, double z, int color) static voidDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, double x, double y, double z, int color, float size) static voidDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, double x, double y, double z, int color, float size, boolean center, float offset, boolean visibleThroughObjects) static voidDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, int x, int y, int z, int color) private static voidRaidCenterDebugRenderer.drawString(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String string, BlockPos pos, int color) private static voidPoiDebugRenderer.drawTextOverPoi(MatrixStack matrices, VertexConsumerProvider vertexConsumers, String ticketHolder, PoiDebugData poiData, int lineNumber, int color) static voidDebugRenderer.drawVoxelShapeOutlines(MatrixStack matrices, VertexConsumer vertexConsumer, VoxelShape shape, double offsetX, double offsetY, double offsetZ, float red, float green, float blue, float alpha, boolean bool) voidBeeDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) private voidBeeDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, DebugDataStore dataStore) voidBlockOutlineDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidBrainDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidBreezeDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidChunkBorderDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidChunkDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidChunkLoadingDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidCollisionDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidDebugRenderer.render(MatrixStack matrices, Frustum frustum, VertexConsumerProvider.Immediate vertexConsumers, double cameraX, double cameraY, double cameraZ, boolean lateDebug) voidDebugRenderer.Renderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidEntityBlockIntersectionsDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidGameEventDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidGoalSelectorDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidHeightmapDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidLightDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidNeighborUpdateDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidOctreeDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) private static voidPathfindingDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, Path path, float maxNodeDistance) voidPathfindingDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidPoiDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidRaidCenterDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidRedstoneUpdateOrderDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidSkyLightDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidStructureDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidSupportingBlockDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidVillageSectionsDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) voidWaterDebugRenderer.render(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, DebugDataStore store, Frustum frustum) private voidSupportingBlockDebugRenderer.renderBlockHighlight(BlockPos pos, MatrixStack matrices, double cameraX, double cameraY, double cameraZ, VertexConsumerProvider vertexConsumers, double dilation, float red, float green, float blue) private voidSupportingBlockDebugRenderer.renderBlockHighlights(MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, Entity entity, DoubleSupplier extraDilation, float red, float green, float blue) private voidGameTestDebugRenderer.renderMarker(MatrixStack matrices, VertexConsumerProvider vertexConsumers, BlockPos pos, GameTestDebugRenderer.Marker marker) voidGameTestDebugRenderer.renderMarkers(MatrixStack matrices, VertexConsumerProvider vertexConsumers) private voidOctreeDebugRenderer.renderNode(Octree.Node node, MatrixStack matrices, VertexConsumerProvider vertexConsumers, double cameraX, double cameraY, double cameraZ, int depth, boolean skipVisibilityCheck, MutableInt id, boolean nearCenter) private static voidStructureDebugRenderer.renderPiece(MatrixStack matrices, double cameraX, double cameraY, double cameraZ, VertexConsumer vertexConsumer, BlockBox box, float red, float green, float blue, float alpha) -
Uses of MatrixStack in net.minecraft.client.render.entity
Methods in net.minecraft.client.render.entity with parameters of type MatrixStackModifier 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) protected voidCreeperEntityRenderer.scale(CreeperEntityRenderState creeperEntityRenderState, MatrixStack matrixStack) protected voidLivingEntityRenderer.scale(S state, MatrixStack matrices) protected voidMagmaCubeEntityRenderer.scale(SlimeEntityRenderState slimeEntityRenderState, MatrixStack matrixStack) protected voidPhantomEntityRenderer.scale(PhantomEntityRenderState phantomEntityRenderState, MatrixStack matrixStack) protected voidPlayerEntityRenderer.scale(PlayerEntityRenderState playerEntityRenderState, MatrixStack matrixStack) protected voidSlimeEntityRenderer.scale(SlimeEntityRenderState slimeEntityRenderState, MatrixStack matrixStack) protected voidWitherEntityRenderer.scale(WitherEntityRenderState witherEntityRenderState, MatrixStack matrixStack) protected voidArmorStandEntityRenderer.setupTransforms(ArmorStandEntityRenderState armorStandEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidCatEntityRenderer.setupTransforms(CatEntityRenderState catEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidCodEntityRenderer.setupTransforms(LivingEntityRenderState state, MatrixStack matrices, float bodyYaw, float baseHeight) protected voidDrownedEntityRenderer.setupTransforms(ZombieEntityRenderState zombieEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidFoxEntityRenderer.setupTransforms(FoxEntityRenderState foxEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidIronGolemEntityRenderer.setupTransforms(IronGolemEntityRenderState ironGolemEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidLivingEntityRenderer.setupTransforms(S state, MatrixStack matrices, float bodyYaw, float baseHeight) protected voidPandaEntityRenderer.setupTransforms(PandaEntityRenderState pandaEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidPhantomEntityRenderer.setupTransforms(PhantomEntityRenderState phantomEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidPlayerEntityRenderer.setupTransforms(PlayerEntityRenderState playerEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidPufferfishEntityRenderer.setupTransforms(PufferfishEntityRenderState pufferfishEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidSalmonEntityRenderer.setupTransforms(SalmonEntityRenderState salmonEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidShulkerEntityRenderer.setupTransforms(ShulkerEntityRenderState shulkerEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidSquidEntityRenderer.setupTransforms(SquidEntityRenderState squidEntityRenderState, MatrixStack matrixStack, float float2, float float3) protected voidTropicalFishEntityRenderer.setupTransforms(TropicalFishEntityRenderState tropicalFishEntityRenderState, MatrixStack matrixStack, float float2, float float3) private static <S extends MinecartEntityRenderState>
voidAbstractMinecartEntityRenderer.transformDefaultControllerMinecart(S state, MatrixStack matrices) private static <S extends MinecartEntityRenderState>
voidAbstractMinecartEntityRenderer.transformExperimentalControllerMinecart(S state, MatrixStack matrices) -
Uses of MatrixStack in net.minecraft.client.render.entity.equipment
Methods in net.minecraft.client.render.entity.equipment with parameters of type MatrixStackModifier 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 MatrixStack in net.minecraft.client.render.entity.feature
Fields in net.minecraft.client.render.entity.feature with type parameters of type MatrixStackModifier and TypeFieldDescriptionprivate final Consumer<MatrixStack> CopperGolemHeadBlockFeatureRenderer.matrixTransformerMethods in net.minecraft.client.render.entity.feature with parameters of type MatrixStackModifier and TypeMethodDescriptionprotected voidVillagerHeldItemFeatureRenderer.applyTransforms(S state, MatrixStack matrices) protected voidWitchHeldItemFeatureRenderer.applyTransforms(WitchEntityRenderState witchEntityRenderState, MatrixStack matrixStack) voidArmorFeatureRenderer.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) static voidHeadFeatureRenderer.translate(MatrixStack matrices, HeadFeatureRenderer.HeadTransformation transformation) Constructor parameters in net.minecraft.client.render.entity.feature with type arguments of type MatrixStackModifierConstructorDescriptionCopperGolemHeadBlockFeatureRenderer(FeatureRendererContext<S, M> context, Function<S, Optional<BlockState>> state, Consumer<MatrixStack> matrixTransformer) -
Uses of MatrixStack in net.minecraft.client.render.entity.model
Methods in net.minecraft.client.render.entity.model with parameters of type MatrixStackModifier and TypeMethodDescriptionvoidCopperGolemEntityModel.applyTransform(MatrixStack matrices) default voidModelWithHead.applyTransform(MatrixStack matrices) voidModelWithHat.rotateArms(T state, MatrixStack matrices) voidVillagerResemblingModel.rotateArms(VillagerEntityRenderState villagerEntityRenderState, MatrixStack matrixStack) voidWitchEntityModel.rotateArms(WitchEntityRenderState witchEntityRenderState, MatrixStack matrixStack) voidZombieVillagerEntityModel.rotateArms(ZombieVillagerRenderState zombieVillagerRenderState, MatrixStack matrixStack) voidAllayEntityModel.setArmAngle(AllayEntityRenderState allayEntityRenderState, Arm arm, MatrixStack matrixStack) voidArmorStandEntityModel.setArmAngle(ArmorStandEntityRenderState armorStandEntityRenderState, Arm arm, MatrixStack matrixStack) voidBipedEntityModel.setArmAngle(BipedEntityRenderState bipedEntityRenderState, Arm arm, MatrixStack matrixStack) voidCopperGolemEntityModel.setArmAngle(CopperGolemEntityRenderState copperGolemEntityRenderState, Arm arm, MatrixStack matrixStack) voidIllagerEntityModel.setArmAngle(IllagerEntityRenderState illagerEntityRenderState, Arm arm, MatrixStack matrixStack) voidModelWithArms.setArmAngle(T state, Arm arm, MatrixStack matrices) voidPlayerEntityModel.setArmAngle(PlayerEntityRenderState playerEntityRenderState, Arm arm, MatrixStack matrixStack) voidSkeletonEntityModel.setArmAngle(SkeletonEntityRenderState skeletonEntityRenderState, Arm arm, MatrixStack matrixStack) voidVexEntityModel.setArmAngle(VexEntityRenderState vexEntityRenderState, Arm arm, MatrixStack matrixStack) voidCopperGolemEntityModel.transformMatricesForBlock(MatrixStack matrices) private voidVexEntityModel.translateForHand(MatrixStack matrices, boolean mainHand) -
Uses of MatrixStack in net.minecraft.client.render.item
Methods in net.minecraft.client.render.item with parameters of type MatrixStackModifier and TypeMethodDescriptionprivate voidHeldItemRenderer.applyBrushTransformation(MatrixStack matrices, float tickProgress, Arm arm, ItemStack stack, PlayerEntity player, float equipProgress) private voidHeldItemRenderer.applyEatOrDrinkTransformation(MatrixStack matrices, float tickProgress, Arm arm, ItemStack stack, PlayerEntity player) private voidHeldItemRenderer.applyEquipOffset(MatrixStack matrices, Arm arm, float equipProgress) private voidHeldItemRenderer.applySwingOffset(MatrixStack matrices, Arm arm, float swingProgress) (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 static voidItemRenderer.renderBakedItemQuads(MatrixStack matrices, VertexConsumer vertexConsumer, List<BakedQuad> quads, int[] tints, int light, int overlay) 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) static voidItemRenderer.renderItem(ItemDisplayContext displayContext, MatrixStack matrices, VertexConsumerProvider vertexConsumers, int light, int overlay, int[] tints, List<BakedQuad> quads, RenderLayer layer, ItemRenderState.Glint glint) 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) private voidHeldItemRenderer.swingArm(float swingProgress, float equipProgress, MatrixStack matrices, int armX, Arm arm) -
Uses of MatrixStack in net.minecraft.client.render.item.model.special
Methods in net.minecraft.client.render.item.model.special with parameters of type MatrixStackModifier 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) private voidCopperGolemStatueModelRenderer.setAngles(MatrixStack matrices)