Uses of Class
com.mojang.blaze3d.vertex.PoseStack.Pose
Packages that use PoseStack.Pose
Package
Description
Extension interfaces for
client-only classes.-
Uses of PoseStack.Pose in com.mojang.blaze3d.vertex
Fields in com.mojang.blaze3d.vertex with type parameters of type PoseStack.PoseMethods in com.mojang.blaze3d.vertex that return PoseStack.PoseMethods in com.mojang.blaze3d.vertex with parameters of type PoseStack.PoseModifier and TypeMethodDescriptiondefault VertexConsumerVertexConsumer.addVertex(PoseStack.Pose pose, float x, float y, float z) default VertexConsumerVertexConsumer.addVertex(PoseStack.Pose pose, org.joml.Vector3f pos) default voidVertexConsumer.putBulkData(PoseStack.Pose pose, BakedQuad quad, float[] brightness, float red, float green, float blue, float alpha, int[] lightmap, int packedOverlay, boolean readExistingColor) default voidVertexConsumer.putBulkData(PoseStack.Pose pose, BakedQuad quad, float red, float green, float blue, float alpha, int packedLight, int packedOverlay) (package private) voidPoseStack.Pose.set(PoseStack.Pose pose) default VertexConsumerVertexConsumer.setNormal(PoseStack.Pose pose, float normalX, float normalY, float normalZ) default VertexConsumerVertexConsumer.setNormal(PoseStack.Pose pose, org.joml.Vector3f normalVector) Constructors in com.mojang.blaze3d.vertex with parameters of type PoseStack.PoseModifierConstructorDescriptionSheetedDecalTextureGenerator(VertexConsumer delegate, PoseStack.Pose pose, float textureScale) -
Uses of PoseStack.Pose in net.minecraft.client.model.geom
Methods in net.minecraft.client.model.geom with parameters of type PoseStack.PoseModifier and TypeMethodDescriptionprivate voidModelPart.compile(PoseStack.Pose pose, VertexConsumer buffer, int packedLight, int packedOverlay, int color) voidModelPart.Cube.compile(PoseStack.Pose pose, VertexConsumer buffer, int packedLight, int packedOverlay, int color) voidModelPart.Visitor.visit(PoseStack.Pose pose, String path, int index, ModelPart.Cube cube) -
Uses of PoseStack.Pose in net.minecraft.client.renderer.block
Methods in net.minecraft.client.renderer.block with parameters of type PoseStack.PoseModifier and TypeMethodDescriptionprivate voidModelBlockRenderer.putQuadData(BlockAndTintGetter level, BlockState state, BlockPos pos, VertexConsumer consumer, PoseStack.Pose pose, BakedQuad quad, ModelBlockRenderer.CommonRenderStorage renderStorage, int packedOverlay) static voidModelBlockRenderer.renderModel(PoseStack.Pose pose, VertexConsumer consumer, BlockStateModel model, float red, float green, float blue, int packedLight, int packedOverlay) Deprecated.static voidModelBlockRenderer.renderModel(PoseStack.Pose p_111068_, MultiBufferSource bufferSource, BlockStateModel p_405848_, float p_111072_, float p_111073_, float p_111074_, int p_111075_, int p_111076_, BlockAndTintGetter level, BlockPos pos, BlockState state) private static voidModelBlockRenderer.renderQuadList(PoseStack.Pose pose, VertexConsumer consumer, float red, float green, float blue, List<BakedQuad> quads, int packedLight, int packedOverlay) -
Uses of PoseStack.Pose in net.minecraft.client.renderer.block.model
Methods in net.minecraft.client.renderer.block.model with parameters of type PoseStack.PoseModifier and TypeMethodDescriptionvoidItemTransform.apply(boolean leftHand, PoseStack.Pose pose) -
Uses of PoseStack.Pose in net.minecraft.client.renderer.blockentity
Methods in net.minecraft.client.renderer.blockentity with parameters of type PoseStack.PoseModifier and TypeMethodDescriptionprivate static voidBeaconRenderer.addVertex(PoseStack.Pose pose, VertexConsumer consumer, int color, int y, float x, float z, float u, float v) private static voidBeaconRenderer.renderQuad(PoseStack.Pose pose, VertexConsumer consumer, int color, int minY, int maxY, float minX, float minZ, float maxX, float maxZ, float minU, float maxU, float minV, float maxV) -
Uses of PoseStack.Pose in net.minecraft.client.renderer.entity
Methods in net.minecraft.client.renderer.entity with parameters of type PoseStack.PoseModifier and TypeMethodDescriptionprivate static voidEntityRenderDispatcher.fireVertex(PoseStack.Pose matrixEntry, VertexConsumer buffer, float x, float y, float z, float texU, float texV) private static VertexConsumerItemRenderer.getCompassFoilBuffer(MultiBufferSource bufferSource, RenderType renderType, PoseStack.Pose pose) private static voidEntityRenderDispatcher.renderBlockShadow(PoseStack.Pose pose, VertexConsumer consumer, ChunkAccess chunk, LevelReader level, BlockPos pos, double x, double y, double z, float size, float weight) private static voidEntityRenderDispatcher.shadowVertex(PoseStack.Pose pose, VertexConsumer consumer, int color, float offsetX, float offsetY, float offsetZ, float u, float v) private static voidFishingHookRenderer.stringVertex(float x, float y, float z, VertexConsumer consumer, PoseStack.Pose pose, float stringFraction, float nextStringFraction) private static voidDragonFireballRenderer.vertex(VertexConsumer consumer, PoseStack.Pose pose, int packedLight, float x, int y, int u, int v) private static voidExperienceOrbRenderer.vertex(VertexConsumer consumer, PoseStack.Pose pose, float x, float y, int red, int green, int blue, float u, float v, int packedLight) private static voidFishingHookRenderer.vertex(VertexConsumer consumer, PoseStack.Pose pose, int packedLight, float x, int y, int u, int v) private static voidGuardianRenderer.vertex(VertexConsumer consumer, PoseStack.Pose pose, float x, float y, float z, int red, int green, int blue, float u, float v) private voidPaintingRenderer.vertex(PoseStack.Pose pose, VertexConsumer consumer, float x, float y, float u, float v, float z, int normalX, int normalY, int normalZ, int packedLight) -
Uses of PoseStack.Pose in net.neoforged.neoforge.client.extensions
Methods in net.neoforged.neoforge.client.extensions with parameters of type PoseStack.PoseModifier and TypeMethodDescriptiondefault voidIVertexConsumerExtension.putBulkData(PoseStack.Pose pose, BakedQuad bakedQuad, float red, float green, float blue, float alpha, int packedLight, int packedOverlay, boolean readExistingColor) Variant with no per-vertex shading.