Class CarriageContraptionEntityRenderer

java.lang.Object
net.minecraft.client.renderer.entity.EntityRenderer<C>
com.simibubi.create.content.contraptions.components.structureMovement.render.ContraptionEntityRenderer<CarriageContraptionEntity>
com.simibubi.create.content.logistics.trains.entity.CarriageContraptionEntityRenderer

public class CarriageContraptionEntityRenderer extends ContraptionEntityRenderer<CarriageContraptionEntity>
  • Field Summary

    Fields inherited from class net.minecraft.client.renderer.entity.EntityRenderer

    entityRenderDispatcher, NAMETAG_SCALE, shadowRadius, shadowStrength
  • Constructor Summary

    Constructors
    Constructor
    Description
    CarriageContraptionEntityRenderer(net.minecraft.client.renderer.entity.EntityRendererProvider.Context context)
     
  • Method Summary

    Modifier and Type
    Method
    Description
    static int
    getBogeyLightCoords(CarriageContraptionEntity entity, CarriageBogey bogey, float partialTicks)
     
    void
    render(CarriageContraptionEntity entity, float yaw, float partialTicks, com.mojang.blaze3d.vertex.PoseStack ms, net.minecraft.client.renderer.MultiBufferSource buffers, int overlay)
     
    boolean
    shouldRender(CarriageContraptionEntity entity, net.minecraft.client.renderer.culling.Frustum clippingHelper, double cameraX, double cameraY, double cameraZ)
     
    static void
    translateBogey(com.mojang.blaze3d.vertex.PoseStack ms, CarriageBogey bogey, int bogeySpacing, float viewYRot, float viewXRot, float partialTicks)
     

    Methods inherited from class com.simibubi.create.content.contraptions.components.structureMovement.render.ContraptionEntityRenderer

    getTextureLocation

    Methods inherited from class net.minecraft.client.renderer.entity.EntityRenderer

    getBlockLightLevel, getFont, getPackedLightCoords, getRenderOffset, getSkyLightLevel, renderNameTag, shouldShowName

    Methods inherited from class java.lang.Object

    clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait