All Classes and Interfaces
Class
Description
Shared base for strategies related to world space rendered text.
Renders floating text on the HUD.
Multi-layered key-value resolver.
Source that lazily evaluates skin compilation.
Manages DynamicTextures.
Simple source backed by a Map.
Fixed view-space depth, was actually easier to implement than world strategy,
but still suffers from translucent objects like water being drawn over it.
Common abstraction for every floating-text render strategy (world billboard,
fixed-depth screen billboard, and 2D HUD overlay).
Resolved per-glyph placement produced by the shared driver.
The finite, ordered set of skin and animation ids the server's rules can
emit.
Supplies raw PNG bytes for a logical texture id, however the owning layer
stores them (synced server bytes, client resources, or theme jar files).
Renders on true world position, was my first implementation and probably
wasn't the best decision.