Uses of Class
com.mojang.blaze3d.vertex.PoseStack
Packages that use PoseStack
Package
Description
Events fired only on the client-side, chiefly related to rendering and user interfaces (screens and input).
Extension interfaces for
client-only classes.-
Uses of PoseStack in net.minecraft.client.gui.render
Fields in net.minecraft.client.gui.render declared as PoseStack -
Uses of PoseStack in net.minecraft.client.gui.render.pip
Methods in net.minecraft.client.gui.render.pip with parameters of type PoseStackModifier and TypeMethodDescriptionprotected voidGuiBannerResultRenderer.renderToTexture(GuiBannerResultRenderState renderState, PoseStack poseStack) protected voidGuiBookModelRenderer.renderToTexture(GuiBookModelRenderState bookModelState, PoseStack poseStack) protected voidGuiEntityRenderer.renderToTexture(GuiEntityRenderState entityState, PoseStack poseStack) protected voidGuiProfilerChartRenderer.renderToTexture(GuiProfilerChartRenderState chartState, PoseStack poseStack) protected voidGuiSignRenderer.renderToTexture(GuiSignRenderState renderState, PoseStack poseStack) protected voidGuiSkinRenderer.renderToTexture(GuiSkinRenderState skinState, PoseStack modelStack) protected voidOversizedItemRenderer.renderToTexture(OversizedItemRenderState renderState, PoseStack poseStack) protected abstract voidPictureInPictureRenderer.renderToTexture(T renderState, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model
Methods in net.minecraft.client.model with parameters of type PoseStackModifier and TypeMethodDescription<S extends ArmedEntityRenderState>
voidHumanoidModel.ArmPose.animateUseItem(S state, PoseStack poseStack, float ticksUsingItem, HumanoidArm arm, ItemStack actualItem) final voidModel.renderToBuffer(PoseStack poseStack, VertexConsumer buffer, int lightCoords, int overlayCoords) final voidModel.renderToBuffer(PoseStack poseStack, VertexConsumer buffer, int lightCoords, int overlayCoords, int color) voidVillagerLikeModel.translateToArms(T state, PoseStack outputPoseStack) voidArmedModel.translateToHand(T state, HumanoidArm arm, PoseStack poseStack) voidHumanoidModel.translateToHand(HumanoidRenderState state, HumanoidArm arm, PoseStack poseStack) default voidHeadedModel.translateToHead(PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.animal.allay
Methods in net.minecraft.client.model.animal.allay with parameters of type PoseStackModifier and TypeMethodDescriptionvoidAllayModel.translateToHand(AllayRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.animal.golem
Methods in net.minecraft.client.model.animal.golem with parameters of type PoseStackModifier and TypeMethodDescriptionvoidCopperGolemModel.applyBlockOnAntennaTransform(PoseStack poseStack) voidCopperGolemModel.translateToHand(CopperGolemRenderState state, HumanoidArm arm, PoseStack poseStack) voidCopperGolemModel.translateToHead(PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.effects
Methods in net.minecraft.client.model.effects with parameters of type PoseStackModifier and TypeMethodDescriptionstatic voidSpearAnimations.firstPersonAttack(float attack, PoseStack poseStack, int invert, HumanoidArm arm) static voidSpearAnimations.firstPersonUse(float ticksSinceKineticHitFeedback, PoseStack poseStack, float timeHeld, HumanoidArm arm, ItemStack itemStack) static <S extends ArmedEntityRenderState>
voidSpearAnimations.thirdPersonAttackItem(S state, PoseStack poseStack) static <S extends ArmedEntityRenderState>
voidSpearAnimations.thirdPersonUseItem(S state, PoseStack poseStack, float timeHeld, HumanoidArm arm, ItemStack actualItem) -
Uses of PoseStack in net.minecraft.client.model.geom
Methods in net.minecraft.client.model.geom with parameters of type PoseStackModifier and TypeMethodDescriptionvoidModelPart.getExtentsForGui(PoseStack poseStack, Consumer<Vector3fc> output) voidModelPart.render(PoseStack poseStack, VertexConsumer buffer, int lightCoords, int overlayCoords) voidModelPart.render(PoseStack poseStack, VertexConsumer buffer, int lightCoords, int overlayCoords, int color) voidModelPart.translateAndRotate(PoseStack poseStack) voidModelPart.visit(PoseStack poseStack, ModelPart.Visitor visitor) private voidModelPart.visit(PoseStack poseStack, ModelPart.Visitor visitor, String path) -
Uses of PoseStack in net.minecraft.client.model.monster.illager
Methods in net.minecraft.client.model.monster.illager with parameters of type PoseStackModifier and TypeMethodDescriptionvoidIllagerModel.translateToHand(IllagerRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.monster.skeleton
Methods in net.minecraft.client.model.monster.skeleton with parameters of type PoseStackModifier and TypeMethodDescriptionvoidSkeletonModel.translateToHand(SkeletonRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.monster.vex
Methods in net.minecraft.client.model.monster.vex with parameters of type PoseStackModifier and TypeMethodDescriptionprivate voidVexModel.offsetStackPosition(PoseStack poseStack, boolean mainArm) voidVexModel.translateToHand(VexRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.monster.witch
Methods in net.minecraft.client.model.monster.witch with parameters of type PoseStackModifier and TypeMethodDescriptionvoidWitchModel.translateToArms(WitchRenderState state, PoseStack outputPoseStack) -
Uses of PoseStack in net.minecraft.client.model.monster.zombie
Methods in net.minecraft.client.model.monster.zombie with parameters of type PoseStackModifier and TypeMethodDescriptionvoidZombieVillagerModel.translateToArms(ZombieVillagerRenderState state, PoseStack outputPoseStack) -
Uses of PoseStack in net.minecraft.client.model.npc
Methods in net.minecraft.client.model.npc with parameters of type PoseStackModifier and TypeMethodDescriptionvoidVillagerModel.translateToArms(VillagerRenderState state, PoseStack outputPoseStack) -
Uses of PoseStack in net.minecraft.client.model.object.armorstand
Methods in net.minecraft.client.model.object.armorstand with parameters of type PoseStackModifier and TypeMethodDescriptionvoidArmorStandModel.translateToHand(ArmorStandRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.model.player
Methods in net.minecraft.client.model.player with parameters of type PoseStackModifier and TypeMethodDescriptionvoidPlayerModel.translateToHand(AvatarRenderState state, HumanoidArm arm, PoseStack poseStack) -
Uses of PoseStack in net.minecraft.client.particle
Fields in net.minecraft.client.particle declared as PoseStackModifier and TypeFieldDescriptionprivate final PoseStackElderGuardianParticleGroup.ElderGuardianParticleRenderState.poseStackThe field for theposeStackrecord component.Methods in net.minecraft.client.particle that return PoseStackModifier and TypeMethodDescriptionElderGuardianParticleGroup.ElderGuardianParticleRenderState.poseStack()Returns the value of theposeStackrecord component.Constructors in net.minecraft.client.particle with parameters of type PoseStackModifierConstructorDescriptionprivateElderGuardianParticleRenderState(Model<Unit> model, PoseStack poseStack, RenderType renderType, int color) Creates an instance of aElderGuardianParticleRenderStaterecord class. -
Uses of PoseStack in net.minecraft.client.renderer
Methods in net.minecraft.client.renderer with parameters of type PoseStackModifier and TypeMethodDescriptionprivate voidItemInHandRenderer.applyBrushTransform(PoseStack poseStack, float frameInterp, HumanoidArm arm, Player player) private voidItemInHandRenderer.applyEatTransform(PoseStack poseStack, float frameInterp, HumanoidArm arm, ItemStack itemStack, Player player) private voidItemInHandRenderer.applyItemArmAttackTransform(PoseStack poseStack, HumanoidArm arm, float attackValue) private voidItemInHandRenderer.applyItemArmTransform(PoseStack poseStack, HumanoidArm arm, float inverseArmHeight) private voidGameRenderer.bobHurt(CameraRenderState cameraState, PoseStack poseStack) private voidGameRenderer.bobView(CameraRenderState cameraState, PoseStack poseStack) private voidLevelRenderer.checkPoseStack(PoseStack poseStack) Asserts that the specifiedposeStackis.invalid reference
clear
voidMapRenderer.render(MapRenderState mapRenderState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, boolean showOnlyFrame, int lightCoords) private voidItemInHandRenderer.renderArmWithItem(AbstractClientPlayer player, float frameInterp, float xRot, InteractionHand hand, float attack, ItemStack itemStack, float inverseArmHeight, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) private voidLevelRenderer.renderBlockDestroyAnimation(PoseStack poseStack, MultiBufferSource.BufferSource bufferSource, LevelRenderState levelRenderState) private voidLevelRenderer.renderBlockOutline(MultiBufferSource.BufferSource bufferSource, PoseStack poseStack, boolean onlyTranslucentBlocks, LevelRenderState levelRenderState) voidSpecialBlockModelRenderer.renderByBlock(Block block, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, int outlineColor) voidSkyRenderer.renderEndFlash(PoseStack poseStack, float intensity, float xAngle, float yAngle) private static voidScreenEffectRenderer.renderFire(PoseStack poseStack, MultiBufferSource bufferSource, TextureAtlasSprite sprite) static voidScreenEffectRenderer.renderFluid(Minecraft minecraft, PoseStack poseStack, MultiBufferSource bufferSource, Identifier texture) voidItemInHandRenderer.renderHandsWithItems(float frameInterp, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, LocalPlayer player, int lightCoords) private voidLevelRenderer.renderHitOutline(PoseStack poseStack, VertexConsumer builder, double camX, double camY, double camZ, BlockOutlineRenderState state, int color, float width) voidItemInHandRenderer.renderItem(LivingEntity mob, ItemStack itemStack, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) private voidScreenEffectRenderer.renderItemActivationAnimation(PoseStack poseStack, float partialTicks, SubmitNodeCollector submitNodeCollector) private voidItemInHandRenderer.renderMap(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemStack itemStack) private voidItemInHandRenderer.renderMapHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, HumanoidArm arm) private voidSkyRenderer.renderMoon(MoonPhase moonPhase, float rainBrightness, PoseStack poseStack) private voidItemInHandRenderer.renderOneHandedMap(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float inverseArmHeight, HumanoidArm arm, float attackValue, ItemStack map) private voidItemInHandRenderer.renderPlayerArm(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float inverseArmHeight, float attackValue, HumanoidArm arm) static voidShapeRenderer.renderShape(PoseStack poseStack, VertexConsumer builder, VoxelShape shape, double x, double y, double z, int color, float width) private voidSkyRenderer.renderStars(float starBrightness, PoseStack poseStack) private voidvoidSkyRenderer.renderSunMoonAndStars(PoseStack poseStack, float sunAngle, float moonAngle, float starAngle, MoonPhase moonPhase, float rainBrightness, float starBrightness) voidSkyRenderer.renderSunriseAndSunset(PoseStack poseStack, float sunAngle, int sunriseAndSunsetColor) private static voidScreenEffectRenderer.renderTex(TextureAtlasSprite sprite, PoseStack poseStack, MultiBufferSource bufferSource) private voidItemInHandRenderer.renderTwoHandedMap(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float xRot, float inverseArmHeight, float attackValue) private static voidScreenEffectRenderer.renderWater(Minecraft minecraft, PoseStack poseStack, MultiBufferSource bufferSource) voidOrderedSubmitNodeCollector.submitBlock(PoseStack poseStack, BlockState state, int lightCoords, int overlayCoords, int outlineColor) voidSubmitNodeCollection.submitBlock(PoseStack poseStack, BlockState state, int lightCoords, int overlayCoords, int outlineColor) voidSubmitNodeStorage.submitBlock(PoseStack poseStack, BlockState state, int lightCoords, int overlayCoords, int outlineColor) private voidLevelRenderer.submitBlockEntities(PoseStack poseStack, LevelRenderState levelRenderState, SubmitNodeStorage submitNodeStorage) voidOrderedSubmitNodeCollector.submitBlockModel(PoseStack poseStack, RenderType renderType, BlockStateModel model, int tintColor, int lightCoords, int overlayCoords, int outlineColor) voidSubmitNodeCollection.submitBlockModel(PoseStack poseStack, RenderType renderType, BlockStateModel model, int tintColor, int lightCoords, int overlayCoords, int outlineColor) voidSubmitNodeStorage.submitBlockModel(PoseStack poseStack, RenderType renderType, BlockStateModel model, int tintColor, int lightCoords, int overlayCoords, int outlineColor) voidOrderedSubmitNodeCollector.submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) voidSubmitNodeCollection.submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) voidSubmitNodeStorage.submitCustomGeometry(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) private voidLevelRenderer.submitEntities(PoseStack poseStack, LevelRenderState levelRenderState, SubmitNodeCollector output) voidOrderedSubmitNodeCollector.submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) voidSubmitNodeCollection.submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) voidSubmitNodeStorage.submitFlame(PoseStack poseStack, EntityRenderState renderState, Quaternionf rotation) voidOrderedSubmitNodeCollector.submitItem(PoseStack poseStack, ItemDisplayContext displayContext, int lightCoords, int overlayCoords, int outlineColor, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) voidSubmitNodeCollection.submitItem(PoseStack poseStack, ItemDisplayContext displayContext, int lightCoords, int overlayCoords, int outlineColor, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) voidSubmitNodeStorage.submitItem(PoseStack poseStack, ItemDisplayContext displayContext, int lightCoords, int overlayCoords, int outlineColor, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) voidOrderedSubmitNodeCollector.submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) voidSubmitNodeCollection.submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) voidSubmitNodeStorage.submitLeash(PoseStack poseStack, EntityRenderState.LeashState leashState) default <S> voidOrderedSubmitNodeCollector.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidOrderedSubmitNodeCollector.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidSubmitNodeCollection.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) <S> voidSubmitNodeStorage.submitModel(Model<? super S> model, S state, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, int tintedColor, @Nullable TextureAtlasSprite sprite, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) default voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite) default voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil) voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) default voidOrderedSubmitNodeCollector.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay) voidSubmitNodeCollection.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) voidSubmitNodeStorage.submitModelPart(ModelPart modelPart, PoseStack poseStack, RenderType renderType, int lightCoords, int overlayCoords, @Nullable TextureAtlasSprite sprite, boolean sheeted, boolean hasFoil, int tintedColor, @Nullable ModelFeatureRenderer.CrumblingOverlay crumblingOverlay, int outlineColor) voidOrderedSubmitNodeCollector.submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) voidSubmitNodeCollection.submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) voidSubmitNodeStorage.submitMovingBlock(PoseStack poseStack, MovingBlockRenderState movingBlockRenderState) voidOrderedSubmitNodeCollector.submitNameTag(PoseStack poseStack, @Nullable Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) voidSubmitNodeCollection.submitNameTag(PoseStack poseStack, @Nullable Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) voidSubmitNodeStorage.submitNameTag(PoseStack poseStack, @Nullable Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) voidOrderedSubmitNodeCollector.submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) voidSubmitNodeCollection.submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) voidSubmitNodeStorage.submitShadow(PoseStack poseStack, float radius, List<EntityRenderState.ShadowPiece> pieces) voidOrderedSubmitNodeCollector.submitText(PoseStack poseStack, float x, float y, FormattedCharSequence string, boolean dropShadow, Font.DisplayMode displayMode, int lightCoords, int color, int backgroundColor, int outlineColor) voidSubmitNodeCollection.submitText(PoseStack poseStack, float x, float y, FormattedCharSequence string, boolean dropShadow, Font.DisplayMode displayMode, int lightCoords, int color, int backgroundColor, int outlineColor) voidSubmitNodeStorage.submitText(PoseStack poseStack, float x, float y, FormattedCharSequence string, boolean dropShadow, Font.DisplayMode displayMode, int lightCoords, int color, int backgroundColor, int outlineColor) private voidItemInHandRenderer.swingArm(float attack, PoseStack poseStack, int invert, HumanoidArm arm) -
Uses of PoseStack in net.minecraft.client.renderer.block
Methods in net.minecraft.client.renderer.block with parameters of type PoseStackModifier and TypeMethodDescriptionvoidBlockRenderDispatcher.renderBatched(BlockState blockState, BlockPos pos, BlockAndTintGetter level, PoseStack poseStack, BakedQuadOutput output, boolean cull, List<BlockModelPart> parts) voidBlockRenderDispatcher.renderBreakingTexture(BlockState state, BlockPos pos, BlockAndTintGetter level, PoseStack poseStack, BakedQuadOutput output) private voidModelBlockRenderer.renderModelFaceAO(BlockAndTintGetter level, BlockState state, BlockPos pos, PoseStack poseStack, BakedQuadOutput output, List<BakedQuad> quads, ModelBlockRenderer.AmbientOcclusionRenderStorage storage, int overlayCoords) private voidModelBlockRenderer.renderModelFaceFlat(BlockAndTintGetter level, BlockState state, BlockPos pos, int lightCoords, int overlayCoords, boolean checkLight, PoseStack poseStack, BakedQuadOutput output, List<BakedQuad> quads, ModelBlockRenderer.CommonRenderStorage shapeState) private voidModelBlockRenderer.renderModelQuadFlat(BlockAndTintGetter level, BlockState state, BlockPos pos, int lightCoords, int overlayCoords, boolean checkLight, PoseStack poseStack, BakedQuadOutput output, BakedQuad quad, ModelBlockRenderer.CommonRenderStorage shapeState) voidBlockRenderDispatcher.renderSingleBlock(BlockState state, PoseStack poseStack, MultiBufferSource bufferSource, int lightCoords, int overlayCoords) Deprecated.voidBlockRenderDispatcher.renderSingleBlock(BlockState state, PoseStack poseStack, MultiBufferSource bufferSource, int lightCoords, int overlayCoords, BlockAndTintGetter level, BlockPos pos) voidModelBlockRenderer.tesselateBlock(BlockAndTintGetter level, List<BlockModelPart> parts, BlockState blockState, BlockPos pos, PoseStack poseStack, BakedQuadOutput output, boolean cull, int overlayCoords) voidModelBlockRenderer.tesselateWithAO(BlockAndTintGetter level, List<BlockModelPart> parts, BlockState state, BlockPos pos, PoseStack poseStack, BakedQuadOutput output, boolean cull, int overlayCoords) voidModelBlockRenderer.tesselateWithoutAO(BlockAndTintGetter level, List<BlockModelPart> parts, BlockState state, BlockPos pos, PoseStack poseStack, BakedQuadOutput output, boolean cull, int overlayCoords) -
Uses of PoseStack in net.minecraft.client.renderer.blockentity
Methods in net.minecraft.client.renderer.blockentity with parameters of type PoseStackModifier and TypeMethodDescriptionstatic voidSignRenderer.applyInHandTransforms(PoseStack poseStack) private voidShulkerBoxRenderer.prepareModel(PoseStack poseStack, Direction direction, float progress) private static voidBedRenderer.preparePose(PoseStack poseStack, boolean translateZ, Direction direction) voidAbstractEndPortalRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidAbstractSignRenderer.submit(SignRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBannerRenderer.submit(BannerRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBeaconRenderer.submit(BeaconRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBedRenderer.submit(BedRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBellRenderer.submit(BellRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) <S extends BlockEntityRenderState>
voidBlockEntityRenderDispatcher.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBlockEntityRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBlockEntityWithBoundingBoxRenderer.submit(BlockEntityWithBoundingBoxRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidBrushableBlockRenderer.submit(BrushableBlockRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidCampfireRenderer.submit(CampfireRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidChestRenderer.submit(ChestRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidConduitRenderer.submit(CondiutRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidCopperGolemStatueBlockRenderer.submit(CopperGolemStatueRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidDecoratedPotRenderer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, PotDecorations decorations, int outlineColor) voidDecoratedPotRenderer.submit(DecoratedPotRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidEnchantTableRenderer.submit(EnchantTableRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidLecternRenderer.submit(LecternRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidPistonHeadRenderer.submit(PistonHeadRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidShelfRenderer.submit(ShelfRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidShulkerBoxRenderer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Direction direction, float progress, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SpriteId sprite, int outlineColor) voidShulkerBoxRenderer.submit(ShulkerBoxRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidSkullBlockRenderer.submit(SkullBlockRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidSpawnerRenderer.submit(SpawnerRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidTestInstanceRenderer.submit(TestInstanceRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidTheEndGatewayRenderer.submit(EndGatewayRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidTrialSpawnerRenderer.submit(SpawnerRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidVaultRenderer.submit(VaultRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) private static voidBannerRenderer.submitBanner(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, float angle, BannerModel model, BannerFlagModel flagModel, float phase, DyeColor baseColor, BannerPatternLayers patterns, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, int outlineColor) private static voidBeaconRenderer.submitBeaconBeam(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, float beamRadiusScale, float animationTime, int beamStart, int height, int color) static voidBeaconRenderer.submitBeaconBeam(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, Identifier beamLocation, float scale, float animationTime, int beamStart, int height, int color, float solidBeamRadius, float beamGlowRadius) static voidSpawnerRenderer.submitEntityInSpawner(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, EntityRenderState displayEntity, EntityRenderDispatcher entityRenderer, float spin, float scale, CameraRenderState camera) private voidShelfRenderer.submitItem(ShelfRenderState state, ItemStackRenderState itemStackRenderState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int slot, float yRot) private static <S> voidBannerRenderer.submitPatternLayer(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model<S> model, S state, SpriteId sprite, DyeColor color, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) static <S> voidBannerRenderer.submitPatterns(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model<S> model, S state, boolean banner, DyeColor baseColor, BannerPatternLayers patterns, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) private voidBedRenderer.submitPiece(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, Model.Simple model, Direction direction, SpriteId sprite, int lightCoords, int overlayCoords, boolean translateZ, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, int outlineColor) protected voidAbstractSignRenderer.submitSign(PoseStack poseStack, int lightCoords, WoodType type, Model.Simple signModel, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SubmitNodeCollector submitNodeCollector) private voidAbstractSignRenderer.submitSignText(SignRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, boolean isFrontText) private voidAbstractSignRenderer.submitSignWithText(SignRenderState state, PoseStack poseStack, BlockState blockState, SignBlock signBlock, WoodType type, Model.Simple signModel, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress, SubmitNodeCollector submitNodeCollector) static voidSkullBlockRenderer.submitSkull(@Nullable Direction direction, float rot, float animationValue, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SkullModelBase model, RenderType renderType, int outlineColor, @Nullable ModelFeatureRenderer.CrumblingOverlay breakProgress) voidBannerRenderer.submitSpecial(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, DyeColor baseColor, BannerPatternLayers patterns, int outlineColor) voidBedRenderer.submitSpecial(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, SpriteId sprite, int outlineColor) static voidHangingSignRenderer.submitSpecial(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model.Simple model, SpriteId sprite) static voidSignRenderer.submitSpecial(SpriteGetter sprites, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, Model.Simple model, SpriteId sprite) static voidHangingSignRenderer.translateBase(PoseStack poseStack, float angle) private static voidSignRenderer.translateBase(PoseStack poseStack, float angle) protected abstract voidAbstractSignRenderer.translateSign(PoseStack poseStack, float angle, BlockState blockState) protected voidHangingSignRenderer.translateSign(PoseStack poseStack, float angle, BlockState blockState) protected voidSignRenderer.translateSign(PoseStack poseStack, float angle, BlockState blockState) private voidAbstractSignRenderer.translateSignText(PoseStack poseStack, boolean isFrontText, Vec3 textOffset) -
Uses of PoseStack in net.minecraft.client.renderer.entity
Methods in net.minecraft.client.renderer.entity with parameters of type PoseStackModifier and TypeMethodDescriptionprivate static <S extends MinecartRenderState>
voidprivate static <S extends MinecartRenderState>
voidprivate static voidGuardianRenderer.renderBeam(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, Vec3 beamVector, float timeInTicks, float scale, float texVOff) static voidItemRenderer.renderItem(ItemDisplayContext type, PoseStack poseStack, MultiBufferSource bufferSource, int lightCoords, int overlayCoords, int[] tintLayers, List<BakedQuad> quads, ItemStackRenderState.FoilType foilType) static voidItemEntityRenderer.renderMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random) private voidPaintingRenderer.renderPainting(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, RenderType renderType, int[] lightCoordsMap, int width, int height, TextureAtlasSprite front, TextureAtlasSprite back) protected voidCreeperRenderer.scale(CreeperRenderState state, PoseStack poseStack) protected voidprotected voidMagmaCubeRenderer.scale(SlimeRenderState state, PoseStack poseStack) protected voidPhantomRenderer.scale(PhantomRenderState state, PoseStack poseStack) protected voidSlimeRenderer.scale(SlimeRenderState state, PoseStack poseStack) protected voidWitherBossRenderer.scale(WitherRenderState state, PoseStack poseStack) protected voidArmorStandRenderer.setupRotations(ArmorStandRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidCatRenderer.setupRotations(CatRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidCodRenderer.setupRotations(LivingEntityRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidDrownedRenderer.setupRotations(ZombieRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidFoxRenderer.setupRotations(FoxRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidIronGolemRenderer.setupRotations(IronGolemRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidLivingEntityRenderer.setupRotations(S state, PoseStack poseStack, float bodyRot, float entityScale) protected voidPandaRenderer.setupRotations(PandaRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidPhantomRenderer.setupRotations(PhantomRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidPufferfishRenderer.setupRotations(PufferfishRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidSalmonRenderer.setupRotations(SalmonRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidShulkerRenderer.setupRotations(ShulkerRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidSquidRenderer.setupRotations(SquidRenderState state, PoseStack poseStack, float bodyRot, float entityScale) protected voidTropicalFishRenderer.setupRotations(TropicalFishRenderState state, PoseStack poseStack, float bodyRot, float entityScale) voidAbstractBoatRenderer.submit(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidAbstractMinecartRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidAgeableMobRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) Deprecated.voidArmorStandRenderer.submit(ArmorStandRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidArrowRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidChickenRenderer.submit(ChickenRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidCowRenderer.submit(CowRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidDisplayRenderer.submit(ST state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidDragonFireballRenderer.submit(EntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidEndCrystalRenderer.submit(EndCrystalRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidEnderDragonRenderer.submit(EnderDragonRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) <S extends EntityRenderState>
voidEntityRenderDispatcher.submit(S renderState, CameraRenderState camera, double x, double y, double z, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) voidEntityRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidEvokerFangsRenderer.submit(EvokerFangsRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidExperienceOrbRenderer.submit(ExperienceOrbRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidFallingBlockRenderer.submit(FallingBlockRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidFireworkEntityRenderer.submit(FireworkRocketRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidFishingHookRenderer.submit(FishingHookRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidGuardianRenderer.submit(GuardianRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidIllusionerRenderer.submit(IllusionerRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidItemEntityRenderer.submit(ItemEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidItemFrameRenderer.submit(ItemFrameRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidLeashKnotRenderer.submit(EntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidLightningBoltRenderer.submit(LightningBoltRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidLivingEntityRenderer.submit(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidLlamaSpitRenderer.submit(LlamaSpitRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidOminousItemSpawnerRenderer.submit(ItemClusterRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidPaintingRenderer.submit(PaintingRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidPigRenderer.submit(PigRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidPufferfishRenderer.submit(PufferfishRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidSalmonRenderer.submit(SalmonRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidShulkerBulletRenderer.submit(ShulkerBulletRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidThrownItemRenderer.submit(ThrownItemRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidThrownTridentRenderer.submit(ThrownTridentRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidTntRenderer.submit(TntRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidTropicalFishRenderer.submit(TropicalFishRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidWindChargeRenderer.submit(EntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidWitherSkullRenderer.submit(WitherSkullRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) voidZombieNautilusRenderer.submit(NautilusRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) static voidEnderDragonRenderer.submitCrystalBeams(float deltaX, float deltaY, float deltaZ, float timeInTicks, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) voidDisplayRenderer.BlockDisplayRenderer.submitInner(BlockDisplayEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float interpolationProgress) voidDisplayRenderer.ItemDisplayRenderer.submitInner(ItemDisplayEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float interpolationProgress) protected abstract voidDisplayRenderer.submitInner(ST state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float interpolationProgress) voidDisplayRenderer.TextDisplayRenderer.submitInner(TextDisplayEntityRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float interpolationProgress) protected voidAbstractMinecartRenderer.submitMinecartContents(S state, BlockState blockState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) protected voidTntMinecartRenderer.submitMinecartContents(MinecartTntRenderState state, BlockState blockState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) static voidItemEntityRenderer.submitMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random) static voidItemEntityRenderer.submitMultipleFromCount(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemClusterRenderState state, RandomSource random, AABB modelBoundingBox) protected voidEntityRenderer.submitNameTag(S state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) private static voidEnderDragonRenderer.submitRays(PoseStack poseStack, float deathTime, SubmitNodeCollector submitNodeCollector, RenderType renderType) protected voidAbstractBoatRenderer.submitTypeAdditions(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) protected voidBoatRenderer.submitTypeAdditions(BoatRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) static voidTntMinecartRenderer.submitWhiteSolidBlock(BlockState blockState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, boolean white, int outlineColor) -
Uses of PoseStack in net.minecraft.client.renderer.entity.layers
Fields in net.minecraft.client.renderer.entity.layers with type parameters of type PoseStackMethods in net.minecraft.client.renderer.entity.layers with parameters of type PoseStackModifier and TypeMethodDescriptionprotected voidCrossedArmsItemLayer.applyTranslation(S state, PoseStack poseStack) protected voidWitchItemLayer.applyTranslation(WitchRenderState state, PoseStack poseStack) protected static <S extends LivingEntityRenderState>
voidRenderLayer.coloredCutoutModelCopyLayerRender(Model<? super S> model, Identifier texture, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, int color, int order) private voidWolfArmorLayer.maybeRenderCracks(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ItemStack armorItem, Model<WolfRenderState> model, WolfRenderState state) private voidHumanoidArmorLayer.renderArmorPiece(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, ItemStack itemStack, EquipmentSlot slot, int lightCoords, S state) protected static <S extends LivingEntityRenderState>
voidRenderLayer.renderColoredCutoutModel(Model<? super S> model, Identifier texture, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, int color, int order) private voidLlamaDecorLayer.renderEquipment(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, LlamaRenderState state, ItemStack itemStack, ResourceKey<EquipmentAsset> equipmentAssetId, int lightCoords) private voidPlayerItemInHandLayer.renderItemHeldToEye(S state, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) <S> voidEquipmentLayerRenderer.renderLayers(EquipmentClientInfo.LayerType layerType, ResourceKey<EquipmentAsset> equipmentAssetId, Model<? super S> model, S state, ItemStack itemStack, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int outlineColor) <S> voidEquipmentLayerRenderer.renderLayers(EquipmentClientInfo.LayerType layerType, ResourceKey<EquipmentAsset> equipmentAssetId, Model<? super S> model, S state, ItemStack itemStack, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, @Nullable Identifier playerTextureOverride, int outlineColor, int order) voidBlockDecorationLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidBreezeEyesLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, BreezeRenderState state, float yRot, float xRot) voidBreezeWindLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, BreezeRenderState state, float yRot, float xRot) voidCapeLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) voidCarriedBlockLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, EndermanRenderState state, float yRot, float xRot) voidCatCollarLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, CatRenderState state, float yRot, float xRot) voidCrossedArmsItemLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidCustomHeadLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidDeadmau5EarsLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) voidDolphinCarryingItemLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, DolphinRenderState state, float yRot, float xRot) voidDrownedOuterLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, ZombieRenderState state, float yRot, float xRot) voidEnergySwirlLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidEyesLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidFoxHeldItemLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, FoxRenderState state, float yRot, float xRot) voidHorseMarkingLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, HorseRenderState state, float yRot, float xRot) voidHumanoidArmorLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidIronGolemCrackinessLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, IronGolemRenderState state, float yRot, float xRot) voidIronGolemFlowerLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, IronGolemRenderState state, float yRot, float xRot) voidItemInHandLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidLivingEntityEmissiveLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidLlamaDecorLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, LlamaRenderState state, float yRot, float xRot) voidMushroomCowMushroomLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, MushroomCowRenderState state, float yRot, float xRot) voidPandaHoldsItemLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, PandaRenderState state, float yRot, float xRot) voidParrotOnShoulderLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) abstract voidRenderLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidRopesLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, HappyGhastRenderState state, float yRot, float xRot) voidSheepWoolLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SheepRenderState state, float yRot, float xRot) voidSheepWoolUndercoatLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SheepRenderState state, float yRot, float xRot) voidSimpleEquipmentLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidSkeletonClothingLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidSlimeOuterLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SlimeRenderState state, float yRot, float xRot) voidSnowGolemHeadLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, SnowGolemRenderState state, float yRot, float xRot) voidSpinAttackEffectLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) voidStuckInBodyLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState state, float yRot, float xRot) voidTropicalFishPatternLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, TropicalFishRenderState state, float yRot, float xRot) voidVillagerProfessionLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidWingsLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, S state, float yRot, float xRot) voidWolfArmorLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, WolfRenderState state, float yRot, float xRot) voidWolfCollarLayer.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, WolfRenderState state, float yRot, float xRot) protected voidItemInHandLayer.submitArmWithItem(S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) protected voidPlayerItemInHandLayer.submitArmWithItem(S state, ItemStackRenderState item, ItemStack itemStack, HumanoidArm arm, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords) private voidMushroomCowMushroomLayer.submitMushroomBlock(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, boolean appearsGlowingWithInvisibility, int outlineColor, BlockState mushroomBlockState, int overlayCoords, BlockStateModel model) private voidParrotOnShoulderLayer.submitOnShoulder(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, AvatarRenderState playerState, Parrot.Variant parrotVariant, float yRot, float xRot, boolean isLeft) private voidStuckInBodyLayer.submitStuckItem(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, float directionX, float directionY, float directionZ, int outlineColor) static voidCustomHeadLayer.translateToHead(PoseStack poseStack, CustomHeadLayer.Transforms transforms) Constructor parameters in net.minecraft.client.renderer.entity.layers with type arguments of type PoseStackModifierConstructorDescriptionBlockDecorationLayer(RenderLayerParent<S, M> renderer, Function<S, Optional<BlockState>> blockState, Consumer<PoseStack> transform) -
Uses of PoseStack in net.minecraft.client.renderer.entity.player
Methods in net.minecraft.client.renderer.entity.player with parameters of type PoseStackModifier and TypeMethodDescriptionprivate voidAvatarRenderer.renderHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, Identifier skinTexture, ModelPart arm, boolean hasSleeve) voidAvatarRenderer.renderLeftHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, Identifier skinTexture, boolean hasSleeve) Deprecated.voidAvatarRenderer.renderLeftHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, Identifier p_446675_, boolean hasSleeve, AbstractClientPlayer player) voidAvatarRenderer.renderRightHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, Identifier skinTexture, boolean hasSleeve) voidAvatarRenderer.renderRightHand(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, Identifier p_445487_, boolean hasSleeve, AbstractClientPlayer player) protected voidAvatarRenderer.scale(AvatarRenderState state, PoseStack poseStack) protected voidAvatarRenderer.setupRotations(AvatarRenderState state, PoseStack poseStack, float bodyRot, float entityScale) voidAvatarRenderer.submit(AvatarRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) protected voidAvatarRenderer.submitNameTag(AvatarRenderState state, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState camera) -
Uses of PoseStack in net.minecraft.client.renderer.feature
Fields in net.minecraft.client.renderer.feature declared as PoseStackModifier and TypeFieldDescriptionprivate final PoseStackBlockFeatureRenderer.poseStackprivate final PoseStackItemFeatureRenderer.poseStackprivate final PoseStackModelFeatureRenderer.poseStackprivate final PoseStackModelPartFeatureRenderer.poseStackMethods in net.minecraft.client.renderer.feature with parameters of type PoseStackModifier and TypeMethodDescriptionvoidCustomFeatureRenderer.Storage.add(PoseStack poseStack, RenderType renderType, SubmitNodeCollector.CustomGeometryRenderer customGeometryRenderer) voidNameTagFeatureRenderer.Storage.add(PoseStack poseStack, @Nullable Vec3 nameTagAttachment, int offset, Component name, boolean seeThrough, int lightCoords, double distanceToCameraSq, CameraRenderState camera) -
Uses of PoseStack in net.minecraft.client.renderer.gizmos
Methods in net.minecraft.client.renderer.gizmos with parameters of type PoseStackModifier and TypeMethodDescriptionvoidDrawableGizmoPrimitives.Group.render(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera, Matrix4f modelViewMatrix) voidDrawableGizmoPrimitives.render(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera, Matrix4f modelViewMatrix) private voidDrawableGizmoPrimitives.Group.renderLines(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera, Matrix4f modelViewMatrix) private voidDrawableGizmoPrimitives.Group.renderPoints(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera) private voidDrawableGizmoPrimitives.Group.renderQuads(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera) private voidDrawableGizmoPrimitives.Group.renderTexts(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera) private voidDrawableGizmoPrimitives.Group.renderTriangleFans(PoseStack poseStack, MultiBufferSource bufferSource, CameraRenderState camera) -
Uses of PoseStack in net.minecraft.client.renderer.item
Methods in net.minecraft.client.renderer.item with parameters of type PoseStackModifier and TypeMethodDescriptionprivate voidItemStackRenderState.LayerRenderState.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, int outlineColor) voidItemStackRenderState.submit(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, int outlineColor) -
Uses of PoseStack in net.minecraft.client.renderer.special
Methods in net.minecraft.client.renderer.special with parameters of type PoseStackModifier and TypeMethodDescriptionprivate static voidCopperGolemStatueSpecialRenderer.positionModel(PoseStack poseStack) voidBannerSpecialRenderer.submit(@Nullable BannerPatternLayers patterns, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidBedSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidChestSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidConduitSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidCopperGolemStatueSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidDecoratedPotSpecialRenderer.submit(@Nullable PotDecorations decorations, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidHangingSignSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) default voidNoDataSpecialModelRenderer.submit(@Nullable Void argument, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidNoDataSpecialModelRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidPlayerHeadSpecialRenderer.submit(@Nullable PlayerSkinRenderCache.RenderInfo argument, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidShieldSpecialRenderer.submit(@Nullable DataComponentMap components, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidShulkerBoxSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidSkullSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidSpecialModelRenderer.submit(@Nullable T argument, ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidStandingSignSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) voidTridentSpecialRenderer.submit(ItemDisplayContext type, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int lightCoords, int overlayCoords, boolean hasFoil, int outlineColor) -
Uses of PoseStack in net.neoforged.neoforge.client
Methods in net.neoforged.neoforge.client with parameters of type PoseStackModifier and TypeMethodDescriptionstatic voidClientHooks.addAdditionalGeometry(List<AddSectionGeometryEvent.AdditionalSectionRenderer> additionalRenderers, Function<ChunkSectionLayer, VertexConsumer> getOrCreateBuilder, RenderSectionRegion region, PoseStack transformation) booleanCustomBlockOutlineRenderer.render(BlockOutlineRenderState renderState, MultiBufferSource.BufferSource buffer, PoseStack poseStack, boolean translucentPass, LevelRenderState levelRenderState) Called when the block outline described by the providedBlockOutlineRenderStateis about to be rendered.static booleanClientHooks.renderBlockOverlay(Player player, PoseStack poseStack, RenderBlockScreenEffectEvent.OverlayType type, BlockState block, BlockPos pos, SpriteGetter sprites, MultiBufferSource bufferSource) static booleanClientHooks.renderFireOverlay(Player player, PoseStack poseStack, SpriteGetter sprites, MultiBufferSource bufferSource) static booleanClientHooks.renderSpecificFirstPersonArm(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int packedLight, AbstractClientPlayer player, HumanoidArm arm) static booleanClientHooks.renderSpecificFirstPersonHand(InteractionHand hand, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int packedLight, float partialTick, float interpPitch, float swingProgress, float equipProgress, ItemStack stack) static booleanClientHooks.renderWaterOverlay(Player player, PoseStack poseStack, SpriteGetter sprites, MultiBufferSource bufferSource) -
Uses of PoseStack in net.neoforged.neoforge.client.event
Fields in net.neoforged.neoforge.client.event declared as PoseStackModifier and TypeFieldDescriptionprivate final PoseStackAddSectionGeometryEvent.SectionRenderingContext.poseStackprivate final PoseStackRenderArmEvent.poseStackprivate final PoseStackRenderBlockScreenEffectEvent.poseStackprivate final PoseStackRenderHandEvent.poseStackprivate final PoseStackRenderItemInFrameEvent.poseStackprivate final PoseStackRenderLevelStageEvent.poseStackprivate final PoseStackRenderLivingEvent.poseStackprivate final PoseStackRenderNameTagEvent.DoRender.poseStackprivate final PoseStackSubmitCustomGeometryEvent.poseStackMethods in net.neoforged.neoforge.client.event that return PoseStackModifier and TypeMethodDescriptionAddSectionGeometryEvent.SectionRenderingContext.getPoseStack()RenderArmEvent.getPoseStack()Returns the pose stack used for rendering.RenderBlockScreenEffectEvent.getPoseStack()Returns the pose stack used for rendering.RenderHandEvent.getPoseStack()Returns the pose stack used for rendering.RenderItemInFrameEvent.getPoseStack()Returns the pose stack used for rendering.RenderLevelStageEvent.getPoseStack()Returns the pose stack used for rendering.RenderLivingEvent.getPoseStack()Returns the pose stack used for rendering.RenderNameTagEvent.DoRender.getPoseStack()Returns the pose stack used for rendering.SubmitCustomGeometryEvent.getPoseStack()Returns the pose stack to use for geometry submission.Constructors in net.neoforged.neoforge.client.event with parameters of type PoseStackModifierConstructorDescriptionAfterLevel(LevelRenderer levelRenderer, LevelRenderState levelRenderState, @Nullable PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterOpaqueBlocks(LevelRenderer levelRenderer, LevelRenderState levelRenderState, @Nullable PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterOpaqueFeatures(LevelRenderer levelRenderer, LevelRenderState levelRenderState, PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterSky(LevelRenderer levelRenderer, LevelRenderState levelRenderState, @Nullable PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterTranslucentBlocks(LevelRenderer levelRenderer, LevelRenderState levelRenderState, PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterTranslucentFeatures(LevelRenderer levelRenderer, LevelRenderState levelRenderState, PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterTranslucentParticles(LevelRenderer levelRenderer, LevelRenderState levelRenderState, PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) AfterWeather(LevelRenderer levelRenderer, LevelRenderState levelRenderState, @Nullable PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) DoRender(EntityRenderState renderState, Component content, EntityRenderer<?, ?> entityRenderer, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, CameraRenderState cameraRenderState, float partialTick) Post(S renderState, LivingEntityRenderer<T, S, M> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) Post(AvatarRenderState renderState, AvatarRenderer<T> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) Pre(S renderState, LivingEntityRenderer<T, S, M> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) Pre(AvatarRenderState renderState, AvatarRenderer<T> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) RenderArmEvent(PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int packedLight, AbstractClientPlayer player, HumanoidArm arm) RenderBlockScreenEffectEvent(Player player, PoseStack poseStack, RenderBlockScreenEffectEvent.OverlayType type, BlockState block, BlockPos blockPos, SpriteGetter sprites, MultiBufferSource bufferSource) RenderHandEvent(InteractionHand hand, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, int packedLight, float partialTick, float interpolatedPitch, float swingProgress, float equipProgress, ItemStack stack) RenderItemInFrameEvent(ItemFrameRenderState frameRenderState, ItemFrameRenderer<?> renderItemFrame, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) RenderLevelStageEvent(LevelRenderer levelRenderer, LevelRenderState levelRenderState, @Nullable PoseStack poseStack, Matrix4f modelViewMatrix, Iterable<? extends IRenderableSection> renderableSections) protectedRenderLivingEvent(S renderState, LivingEntityRenderer<T, S, M> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) protectedRenderPlayerEvent(AvatarRenderState renderState, AvatarRenderer<T> renderer, float partialTick, PoseStack poseStack, SubmitNodeCollector submitNodeCollector) SectionRenderingContext(Function<ChunkSectionLayer, VertexConsumer> getOrCreateLayer, BlockAndTintGetter region, PoseStack poseStack) SubmitCustomGeometryEvent(LevelRenderState levelRenderState, SubmitNodeCollector submitNodeCollector, PoseStack poseStack, Iterable<? extends IRenderableSection> renderableSections) -
Uses of PoseStack in net.neoforged.neoforge.client.extensions
Methods in net.neoforged.neoforge.client.extensions that return PoseStack -
Uses of PoseStack in net.neoforged.neoforge.client.extensions.common
Methods in net.neoforged.neoforge.client.extensions.common with parameters of type PoseStackModifier and TypeMethodDescriptiondefault booleanIClientItemExtensions.applyForgeHandTransform(PoseStack poseStack, LocalPlayer player, HumanoidArm arm, ItemStack itemInHand, float partialTick, float equipProcess, float swingProcess) Called right before when client applies transformations to item in hand and render it.default voidIClientFluidTypeExtensions.renderOverlay(Minecraft mc, PoseStack poseStack, MultiBufferSource buffers) Renders#getRenderOverlayTextureonto the camera when within the fluid. -
Uses of PoseStack in net.neoforged.neoforge.client.gui.map
Methods in net.neoforged.neoforge.client.gui.map with parameters of type PoseStackModifier and TypeMethodDescriptionbooleanIMapDecorationRenderer.render(MapRenderState.MapDecorationRenderState decorationRenderState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, MapRenderState mapRenderState, TextureAtlas decorationSprites, boolean inItemFrame, int packedLight, int index) Render the givenMapDecorationon the map.static booleanMapDecorationRendererManager.render(MapRenderState.MapDecorationRenderState decorationRenderState, PoseStack poseStack, SubmitNodeCollector submitNodeCollector, MapRenderState mapRenderState, TextureAtlas decorationSprites, boolean inItemFrame, int packedLight, int index)
AvatarRenderer.renderLeftHand(PoseStack, SubmitNodeCollector, int, Identifier, boolean, net.minecraft.client.player.AbstractClientPlayer)instead