Class WorldRenderer

java.lang.Object
net.minecraft.src.WorldRenderer

public class WorldRenderer extends Object
  • Field Details

    • worldObj

      public World worldObj
      Reference to the World object.
    • chunksUpdated

      public static int chunksUpdated
    • posX

      public int posX
    • posY

      public int posY
    • posZ

      public int posZ
    • posXMinus

      public int posXMinus
      Pos X minus
    • posYMinus

      public int posYMinus
      Pos Y minus
    • posZMinus

      public int posZMinus
      Pos Z minus
    • posXClip

      public int posXClip
      Pos X clipped
    • posYClip

      public int posYClip
      Pos Y clipped
    • posZClip

      public int posZClip
      Pos Z clipped
    • isInFrustum

      public boolean isInFrustum
    • skipRenderPass

      public boolean[] skipRenderPass
      Should this renderer skip this render pass
    • posXPlus

      public int posXPlus
      Pos X plus
    • posYPlus

      public int posYPlus
      Pos Y plus
    • posZPlus

      public int posZPlus
      Pos Z plus
    • needsUpdate

      public boolean needsUpdate
      Boolean for whether this renderer needs to be updated or not
    • rendererBoundingBox

      public AxisAlignedBB rendererBoundingBox
      Axis aligned bounding box
    • chunkIndex

      public int chunkIndex
      Chunk index
    • isVisible

      public boolean isVisible
      Is this renderer visible according to the occlusion query
    • isWaitingOnOcclusionQuery

      public boolean isWaitingOnOcclusionQuery
      Is this renderer waiting on the result of the occlusion query
    • glOcclusionQuery

      public int glOcclusionQuery
      OpenGL occlusion query
    • isChunkLit

      public boolean isChunkLit
      Is the chunk lit
    • tileEntityRenderers

      public List tileEntityRenderers
      All the tile entities that have special rendering code for this chunk
  • Constructor Details

    • WorldRenderer

      public WorldRenderer(World par1World, List par2List, int par3, int par4, int par5, int par6)
  • Method Details

    • setPosition

      public void setPosition(int par1, int par2, int par3)
      Sets a new position for the renderer and setting it up so it can be reloaded with the new data for that position
    • updateRenderer

      public void updateRenderer()
      Will update this chunk renderer
    • distanceToEntitySquared

      public float distanceToEntitySquared(Entity par1Entity)
      Returns the distance of this chunk renderer to the entity without performing the final normalizing square root, for performance reasons.
    • setDontDraw

      public void setDontDraw()
      When called this renderer won't draw anymore until its gets initialized again
    • stopRendering

      public void stopRendering()
    • getGLCallListForPass

      public int getGLCallListForPass(int par1)
      Takes in the pass the call list is being requested for. Args: renderPass
    • updateInFrustum

      public void updateInFrustum(ICamera par1ICamera)
    • callOcclusionQueryList

      public void callOcclusionQueryList()
      Renders the occlusion query GL List
    • skipAllRenderPasses

      public boolean skipAllRenderPasses()
      Checks if all render passes are to be skipped. Returns false if the renderer is not initialized
    • markDirty

      public void markDirty()
      Marks the current renderer data as dirty and needing to be updated.