/// <summary> /// Sets the model to be used in the current render pass (the first render pass is done after the primary model is /// rendered) Args: model /// </summary> public virtual void SetRenderPassModel(ModelBase par1ModelBase) { RenderPassModel = par1ModelBase; }
public RenderCreeper() : base(new ModelCreeper(), 0.5F) { Field_27008_a = new ModelCreeper(2.0F); }
public ModelRenderer(ModelBase par1ModelBase, int par2, int par3) : this(par1ModelBase) { SetTextureOffset(par2, par3); }
public RenderLiving(ModelBase par1ModelBase, float par2) { MainModel = par1ModelBase; ShadowSize = par2; }
public RenderBoat() { ShadowSize = 0.5F; ModelBoat = new ModelBoat(); }
public ModelRenderer(ModelBase par1ModelBase) : this(par1ModelBase, null) { }
public RenderSquid(ModelBase par1ModelBase, float par2) : base(par1ModelBase, par2) { }
public RenderOcelot(ModelBase par1ModelBase, float par2) : base(par1ModelBase, par2) { }
public RenderSlime(ModelBase par1ModelBase, ModelBase par2ModelBase, float par3) : base(par1ModelBase, par3) { ScaleAmount = par2ModelBase; }
public RenderSheep(ModelBase par1ModelBase, ModelBase par2ModelBase, float par3) : base(par1ModelBase, par3) { SetRenderPassModel(par2ModelBase); }
public RenderMinecart() { ShadowSize = 0.5F; ModelMinecart = new ModelMinecart(); }