Class RenderDragon


public class RenderDragon extends RenderLiving
  • Field Details

    • modelDragon

      protected ModelDragon modelDragon
      An instance of the dragon model in RenderDragon
  • Constructor Details

    • RenderDragon

      public RenderDragon()
  • Method Details

    • rotateDragonBody

      protected void rotateDragonBody(EntityDragon par1EntityDragon, float par2, float par3, float par4)
      Used to rotate the dragon as a whole in RenderDragon. It's called in the rotateCorpse method.
    • renderDragonModel

      protected void renderDragonModel(EntityDragon par1EntityDragon, float par2, float par3, float par4, float par5, float par6, float par7)
      Renders the dragon model. Called by renderModel.
    • renderDragon

      public void renderDragon(EntityDragon par1EntityDragon, double par2, double par4, double par6, float par8, float par9)
      Renders the dragon, along with its dying animation
    • renderDragonDying

      protected void renderDragonDying(EntityDragon par1EntityDragon, float par2)
      Renders the animation for when an enderdragon dies
    • getEnderDragonTextures

      protected ResourceLocation getEnderDragonTextures(EntityDragon par1EntityDragon)
    • renderGlow

      protected int renderGlow(EntityDragon par1EntityDragon, int par2, float par3)
      Renders the overlay for glowing eyes and the mouth. Called by shouldRenderPass.
    • doRenderLiving

      public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9)
      Overrides:
      doRenderLiving in class RenderLiving
    • renderPlayer

      public void renderPlayer(EntityLivingBase par1EntityLivingBase, double par2, double par4, double par6, float par8, float par9)
      Overrides:
      renderPlayer in class RenderLiving
    • getEntityTexture

      protected ResourceLocation getEntityTexture(Entity par1Entity)
      Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
      Specified by:
      getEntityTexture in class Render
    • renderEquippedItems

      protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
      Overrides:
      renderEquippedItems in class RendererLivingEntity
    • shouldRenderPass

      protected int shouldRenderPass(EntityLivingBase par1EntityLivingBase, int par2, float par3)
      Queries whether should render the specified pass or not.
      Overrides:
      shouldRenderPass in class RendererLivingEntity
    • rotateCorpse

      protected void rotateCorpse(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4)
      Overrides:
      rotateCorpse in class RendererLivingEntity
    • renderModel

      protected void renderModel(EntityLivingBase par1EntityLivingBase, float par2, float par3, float par4, float par5, float par6, float par7)
      Renders the model in RenderLiving
      Overrides:
      renderModel in class RendererLivingEntity
    • doRender

      public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
      Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1, double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
      Overrides:
      doRender in class RenderLiving