Class RenderVillager


public class RenderVillager extends RenderLiving
  • Field Details

    • villagerModel

      protected ModelVillager villagerModel
      Model of the villager.
  • Constructor Details

    • RenderVillager

      public RenderVillager()
  • Method Details

    • shouldVillagerRenderPass

      protected int shouldVillagerRenderPass(EntityVillager par1EntityVillager, int par2, float par3)
      Determines wether Villager Render pass or not.
    • renderVillager

      public void renderVillager(EntityVillager par1EntityVillager, double par2, double par4, double par6, float par8, float par9)
    • renderVillagerEquipedItems

      protected void renderVillagerEquipedItems(EntityVillager par1EntityVillager, float par2)
    • func_110902_a

      protected ResourceLocation func_110902_a(EntityVillager par1EntityVillager)
    • preRenderVillager

      protected void preRenderVillager(EntityVillager par1EntityVillager, float par2)
    • preRenderCallback

      protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)
      Allows the render to do any OpenGL state modifications necessary before the model is rendered. Args: entityLiving, partialTickTime
      Overrides:
      preRenderCallback in class RendererLivingEntity
    • doRenderLiving

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

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

      protected void renderEquippedItems(EntityLivingBase par1EntityLivingBase, float par2)
      Overrides:
      renderEquippedItems 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
    • 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
    • renderEyes

      protected int renderEyes(EntityVillager villager, int iRenderPass)