com.mojang.blaze3d.systems

public interface RenderPass

extends AutoCloseable

com.mojang.blaze3d.systems.RenderPass
com.mojang.blaze3d.systems.RenderPass
com.mojang.blaze3d.systems.RenderPass

Method summary

Modifier and TypeMethod
void
pushDebugGroup(Supplier<String> label)
pushDebugGroup(Supplier<String> arg0)
pushDebugGroup(Supplier<String> labelGetter)
void
popDebugGroup()
void
setPipeline(RenderPipeline pipeline)
setPipeline(RenderPipeline arg0)
setPipeline(RenderPipeline pipeline)
void
bindTexture(String name, GpuTextureView textureView, GpuSampler sampler)
bindTexture(String arg0, GpuTextureView arg1, class_12137 arg2)
bindTexture(String name, GpuTextureView arg1, GpuSampler sampler)
void
setUniform(String name, GpuBuffer value)
setUniform(String arg0, GpuBuffer arg1)
setUniform(String name, GpuBuffer buffer)
void
setUniform(String name, GpuBufferSlice value)
setUniform(String arg0, GpuBufferSlice arg1)
setUniform(String name, GpuBufferSlice slice)
void
enableScissor(int x, int y, int width, int height)
enableScissor(int arg0, int arg1, int arg2, int arg3)
enableScissor(int x, int y, int width, int height)
void
disableScissor()
void
setVertexBuffer(int slot, GpuBuffer vertexBuffer)
setVertexBuffer(int arg0, GpuBuffer arg1)
setVertexBuffer(int index, GpuBuffer buffer)
void
setIndexBuffer(GpuBuffer indexBuffer, VertexFormat$IndexType indexType)
setIndexBuffer(GpuBuffer arg0, VertexFormat$class_5595 arg1)
setIndexBuffer(GpuBuffer indexBuffer, VertexFormat$IndexType indexType)
void
drawIndexed(int baseVertex, int firstIndex, int indexCount, int instanceCount)
drawIndexed(int arg0, int arg1, int arg2, int arg3)
drawIndexed(int baseVertex, int firstIndex, int count, int instanceCount)
<T> void
drawMultipleIndexed(Collection<RenderPass$Draw<T>> draws, GpuBuffer defaultIndexBuffer, VertexFormat$IndexType defaultIndexType, Collection<String> dynamicUniforms, T uniformArgument)
drawMultipleIndexed(Collection<RenderPass$class_10884<T>> arg0, GpuBuffer arg1, VertexFormat$class_5595 arg2, Collection<String> arg3, T arg4)
drawMultipleIndexed(Collection<RenderPass$RenderObject<T>> objects, GpuBuffer buffer, VertexFormat$IndexType indexType, Collection<String> validationSkippedUniforms, T arg4)
void
draw(int firstVertex, int vertexCount)
draw(int arg0, int arg1)
draw(int offset, int count)
void
close()