public abstract class RenderLiving<T extends EntityLiving> extends RenderLivingBase<T>
brightnessBuffer, layerRenderers, mainModel, NAME_TAG_RANGE, NAME_TAG_RANGE_SNEAK, renderMarkerrenderManager, renderOutlines, shadowOpaque, shadowSize| Constructor and Description | 
|---|
RenderLiving(RenderManager rendermanagerIn,
            ModelBase modelbaseIn,
            float shadowsizeIn)  | 
| Modifier and Type | Method and Description | 
|---|---|
protected boolean | 
canRenderName(T entity)  | 
void | 
doRender(T entity,
        double x,
        double y,
        double z,
        float entityYaw,
        float partialTicks)  | 
protected void | 
renderLeash(T entityLivingIn,
           double x,
           double y,
           double z,
           float entityYaw,
           float partialTicks)  | 
void | 
setLightmap(T entityLivingIn,
           float partialTicks)  | 
boolean | 
shouldRender(T livingEntity,
            ICamera camera,
            double camX,
            double camY,
            double camZ)  | 
addLayer, getColorMultiplier, getDeathMaxRotation, getMainModel, getSwingProgress, handleRotationFloat, interpolateRotation, prepareScale, preRenderCallback, removeLayer, renderLayers, renderLivingAt, renderModel, renderName, rotateCorpse, setBrightness, setDoRenderBrightness, setScoreTeamColor, transformHeldFull3DItemLayer, unsetBrightness, unsetScoreTeamColorbindEntityTexture, bindTexture, doRenderShadowAndFire, getEntityTexture, getFontRendererFromRenderManager, getRenderManager, getTeamColor, isMultipass, renderEntityName, renderLivingLabel, renderMultipass, renderOffsetAABB, setRenderOutlinespublic RenderLiving(RenderManager rendermanagerIn, ModelBase modelbaseIn, float shadowsizeIn)
protected boolean canRenderName(T entity)
canRenderName in class RenderLivingBase<T extends EntityLiving>public boolean shouldRender(T livingEntity, ICamera camera, double camX, double camY, double camZ)
shouldRender in class Render<T extends EntityLiving>public void doRender(T entity, double x, double y, double z, float entityYaw, float partialTicks)
doRender in class RenderLivingBase<T extends EntityLiving>public void setLightmap(T entityLivingIn, float partialTicks)
protected void renderLeash(T entityLivingIn, double x, double y, double z, float entityYaw, float partialTicks)