public class RenderArmorStand extends RenderLivingBase<EntityArmorStand>
Modifier and Type | Field and Description |
---|---|
static ResourceLocation |
TEXTURE_ARMOR_STAND |
brightnessBuffer, layerRenderers, mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderMarker
renderManager, renderOutlines, shadowOpaque, shadowSize
Constructor and Description |
---|
RenderArmorStand(RenderManager manager) |
Modifier and Type | Method and Description |
---|---|
protected boolean |
canRenderName(EntityArmorStand entity) |
void |
doRender(EntityArmorStand entity,
double x,
double y,
double z,
float entityYaw,
float partialTicks) |
protected ResourceLocation |
getEntityTexture(EntityArmorStand entity) |
ModelArmorStand |
getMainModel() |
protected void |
rotateCorpse(EntityArmorStand entityLiving,
float p_77043_2_,
float p_77043_3_,
float partialTicks) |
addLayer, getColorMultiplier, getDeathMaxRotation, getSwingProgress, handleRotationFloat, interpolateRotation, prepareScale, preRenderCallback, removeLayer, renderLayers, renderLivingAt, renderModel, renderName, setBrightness, setDoRenderBrightness, setScoreTeamColor, transformHeldFull3DItemLayer, unsetBrightness, unsetScoreTeamColor
bindEntityTexture, bindTexture, doRenderShadowAndFire, getFontRendererFromRenderManager, getRenderManager, getTeamColor, isMultipass, renderEntityName, renderLivingLabel, renderMultipass, renderOffsetAABB, setRenderOutlines, shouldRender
public static final ResourceLocation TEXTURE_ARMOR_STAND
public RenderArmorStand(RenderManager manager)
protected ResourceLocation getEntityTexture(EntityArmorStand entity)
getEntityTexture
in class Render<EntityArmorStand>
public ModelArmorStand getMainModel()
getMainModel
in class RenderLivingBase<EntityArmorStand>
protected void rotateCorpse(EntityArmorStand entityLiving, float p_77043_2_, float p_77043_3_, float partialTicks)
rotateCorpse
in class RenderLivingBase<EntityArmorStand>
protected boolean canRenderName(EntityArmorStand entity)
canRenderName
in class RenderLivingBase<EntityArmorStand>
public void doRender(EntityArmorStand entity, double x, double y, double z, float entityYaw, float partialTicks)
doRender
in class RenderLivingBase<EntityArmorStand>