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## net.minecraft.src
Class RenderBlocks

    java.lang.Object
      net.minecraft.src.RenderBlocks

    public class RenderBlocks

extends Object

Field Summary
`int` | `aoBrightnessXYNN` Ambient occlusion brightness XYNN
`int` | `aoBrightnessXYNP` Ambient occlusion brightness XYNP
`int` | `aoBrightnessXYPN` Ambient occlusion brightness XYPN
`int` | `aoBrightnessXYPP` Ambient occlusion brightness XYPP
`int` | `aoBrightnessXYZNNN` Ambient occlusion brightness XYZNNN
`int` | `aoBrightnessXYZNNP` Ambient occlusion brightness XYZNNP
`int` | `aoBrightnessXYZNPN` Ambient occlusion brightness XYZNPN
`int` | `aoBrightnessXYZNPP` Ambient occlusion brightness XYZNPP
`int` | `aoBrightnessXYZPNN` Ambient occlusion brightness XYZPNN
`int` | `aoBrightnessXYZPNP` Ambient occlusion brightness XYZPNP
`int` | `aoBrightnessXYZPPN` Ambient occlusion brightness XYZPPN
`int` | `aoBrightnessXYZPPP` Ambient occlusion brightness XYZPPP
`int` | `aoBrightnessXZNN` Ambient occlusion brightness XZNN
`int` | `aoBrightnessXZNP` Ambient occlusion brightness XZNP
`int` | `aoBrightnessXZPN` Ambient occlusion brightness XZPN
`int` | `aoBrightnessXZPP` Ambient occlusion brightness XZPP
`int` | `aoBrightnessYZNN` Ambient occlusion brightness YZNN
`int` | `aoBrightnessYZNP` Ambient occlusion brightness YZNP
`int` | `aoBrightnessYZPN` Ambient occlusion brightness YZPN
`int` | `aoBrightnessYZPP` Ambient occlusion brightness YZPP
`boolean` | `aoGrassXYZCNN` Grass flag for ambient occlusion on Center X, Negative Y, and Negative Z
`boolean` | `aoGrassXYZCNP` Grass flag for ambient occlusion on Center X, Negative Y, and Positive Z
`boolean` | `aoGrassXYZCPN` Grass flag for ambient occlusion on Center X, Positive Y, and Negative Z
`boolean` | `aoGrassXYZCPP` Grass flag for ambient occlusion on Center X, Positive Y, and Positive Z
`boolean` | `aoGrassXYZNCN` Grass flag for ambient occlusion on Negative X, Center Y, and Negative Z
`boolean` | `aoGrassXYZNCP` Grass flag for ambient occlusion on Negative X, Center Y, and Positive Z
`boolean` | `aoGrassXYZNNC` Grass flag for ambient occlusion on Negative X, Negative Y, and center Z
`boolean` | `aoGrassXYZNPC` Grass flag for ambient occlusion on Negative X, Positive Y, and Center Z
`boolean` | `aoGrassXYZPCN` Grass flag for ambient occlusion on Positive X, Center Y, and Negative Z
`boolean` | `aoGrassXYZPCP` Grass flag for ambient occlusion on Positive X, Center Y, and Positive Z
`boolean` | `aoGrassXYZPNC` Grass flag for ambient occlusion on Positive X, Negative Y, and Center Z
`boolean` | `aoGrassXYZPPC` Grass flag for ambient occlusion on Positive X, Positive Y, and Center Z
`float` | `aoLightValueScratchXYNN` Used as a scratch variable for ambient occlusion between the bottom face and the north face.
`float` | `aoLightValueScratchXYNP` Used as a scratch variable for ambient occlusion between the top face and the north face.
`float` | `aoLightValueScratchXYPN` Used as a scratch variable for ambient occlusion between the bottom face and the south face.
`float` | `aoLightValueScratchXYPP` Used as a scratch variable for ambient occlusion between the top face and the south face.
`float` | `aoLightValueScratchXYZNNN` Used as a scratch variable for ambient occlusion on the north/bottom/east corner.
`float` | `aoLightValueScratchXYZNNP` Used as a scratch variable for ambient occlusion on the north/bottom/west corner.
`float` | `aoLightValueScratchXYZNPN` Used as a scratch variable for ambient occlusion on the north/top/east corner.
`float` | `aoLightValueScratchXYZNPP` Used as a scratch variable for ambient occlusion on the north/top/west corner.
`float` | `aoLightValueScratchXYZPNN` Used as a scratch variable for ambient occlusion on the south/bottom/east corner.
`float` | `aoLightValueScratchXYZPNP` Used as a scratch variable for ambient occlusion on the south/bottom/west corner.
`float` | `aoLightValueScratchXYZPPN` Used as a scratch variable for ambient occlusion on the south/top/east corner.
`float` | `aoLightValueScratchXYZPPP` Used as a scratch variable for ambient occlusion on the south/top/west corner.
`float` | `aoLightValueScratchXZNN` Used as a scratch variable for ambient occlusion between the north face and the east face.
`float` | `aoLightValueScratchXZNP` Used as a scratch variable for ambient occlusion between the north face and the west face.
`float` | `aoLightValueScratchXZPN` Used as a scratch variable for ambient occlusion between the south face and the east face.
`float` | `aoLightValueScratchXZPP` Used as a scratch variable for ambient occlusion between the south face and the west face.
`float` | `aoLightValueScratchYZNN` Used as a scratch variable for ambient occlusion between the bottom face and the east face.
`float` | `aoLightValueScratchYZNP` Used as a scratch variable for ambient occlusion between the bottom face and the west face.
`float` | `aoLightValueScratchYZPN` Used as a scratch variable for ambient occlusion between the top face and the east face.
`float` | `aoLightValueScratchYZPP` Used as a scratch variable for ambient occlusion between the top face and the west face.
`float` | `aoLightValueXNeg` Light value one block less in x axis
`float` | `aoLightValueXPos` Light value one block more in x axis
`float` | `aoLightValueYNeg` Light value one block more in y axis
`float` | `aoLightValueYPos` Light value one block more in y axis
`float` | `aoLightValueZNeg` Light value one block more in z axis
`float` | `aoLightValueZPos` Light value one block more in z axis
`int` | `aoType` Ambient occlusion type (0=simple, 1=complex)
`IBlockAccess` | `blockAccess` The IBlockAccess used by this instance of RenderBlocks
`int` | `brightnessBottomLeft` Brightness bottom left
`int` | `brightnessBottomRight` Brightness bottom right
`int` | `brightnessTopLeft` Brightness top left
`int` | `brightnessTopRight` Brightness top right
`float` | `colorBlueBottomLeft` Blue color value for the bottom left corner
`float` | `colorBlueBottomRight` Blue color value for the bottom right corner
`float` | `colorBlueTopLeft` Blue color value for the top left corner
`float` | `colorBlueTopRight` Blue color value for the top right corner
`float` | `colorGreenBottomLeft` Green color value for the bottom left corner
`float` | `colorGreenBottomRight` Green color value for the bottom right corner
`float` | `colorGreenTopLeft` Green color value for the top left corner
`float` | `colorGreenTopRight` Green color value for the top right corner
`float` | `colorRedBottomLeft` Red color value for the bottom left corner
`float` | `colorRedBottomRight` Red color value for the bottom right corner
`float` | `colorRedTopLeft` Red color value for the top left corner
`float` | `colorRedTopRight` Red color value for the top right corner
`boolean` | `enableAO` Whether ambient occlusion is enabled or not
`static boolean` | `fancyGrass` Fancy grass side matching biome
`double` | `field_83021_g`
`double` | `field_83022_l`
`boolean` | `field_83023_m`
`double` | `field_83024_j`
`double` | `field_83025_k`
`double` | `field_83026_h`
`double` | `field_83027_i`
`boolean` | `flipTexture` Set to true if the texture should be flipped horizontally during render*Face
`float` | `lightValueOwn` Light value of the block itself
`int` | `overrideBlockTexture` If set to >=0, all block faces will be rendered using this texture index
`boolean` | `renderAllFaces` If true, renders all faces on all blocks rather than using the logic in Block.shouldSideBeRendered.
`boolean` | `useInventoryTint`
`int` | `uvRotateBottom`
`int` | `uvRotateEast`
`int` | `uvRotateNorth`
`int` | `uvRotateSouth`
`int` | `uvRotateTop`
`int` | `uvRotateWest`

Constructor Summary
`RenderBlocks()`
`RenderBlocks(IBlockAccess par1IBlockAccess)`

Method Summary
`void` | `clearOverrideBlockTexture()` Clear override block texture
`void` | `drawCrossedSquares(Block par1Block, int par2, double par3, double par5, double par7, float par9)` Utility function to draw crossed swuares
`void` | `func_78588_a(Block par1Block, World par2World, int par3, int par4, int par5, int par6)`
`void` | `func_82774_a(int par1)`
`boolean` | `func_82775_a(BlockAnvil par1BlockAnvil, int par2, int par3, int par4)`
`boolean` | `func_82776_a(BlockAnvil par1BlockAnvil, int par2, int par3, int par4, int par5, boolean par6)`
`float` | `func_82777_a(BlockAnvil par1BlockAnvil, int par2, int par3, int par4, int par5, float par6, float par7, float par8, float par9, boolean par10, boolean par11, int par12)`
`boolean` | `func_82778_a(BlockBeacon par1BlockBeacon, int par2, int par3, int par4)`
`boolean` | `func_82779_a(BlockWall par1BlockWall, int par2, int par3, int par4)`
`boolean` | `func_82780_a(BlockFlowerPot par1BlockFlowerPot, int par2, int par3, int par4)`
`void` | `func_83017_b()`
`void` | `func_83018_a(Block var1)`
`void` | `func_83019_b(double var1, double var3, double var5, double var7, double var9, double var11)`
`void` | `func_83020_a(double var1, double var3, double var5, double var7, double var9, double var11)`
`int` | `getAoBrightness(int par1, int par2, int par3, int par4)` Get ambient occlusion brightness
`float` | `getFluidHeight(int par1, int par2, int par3, Material par4Material)` Get fluid height
`void` | `renderBlockAllFaces(Block par1Block, int par2, int par3, int par4)` Render all faces of a block
`void` | `renderBlockAsItem(Block par1Block, int par2, float par3)` Is called to render the image of a block on an inventory, as a held item, or as a an item on the ground
`boolean` | `renderBlockBed(Block par1Block, int par2, int par3, int par4)` render a bed at the given coordinates
`boolean` | `renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand, int par2, int par3, int par4)` Render BlockBrewingStand
`boolean` | `renderBlockByRenderType(Block par1Block, int par2, int par3, int par4)` Renders the block at the given coordinates using the block's rendering type
`boolean` | `renderBlockCactus(Block par1Block, int par2, int par3, int par4)` Renders a cactus block at the given coordinates
`boolean` | `renderBlockCactusImpl(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)` Render block cactus implementation
`boolean` | `renderBlockCauldron(BlockCauldron par1BlockCauldron, int par2, int par3, int par4)` Render block cauldron
`boolean` | `renderBlockCocoa(BlockCocoa par1BlockCocoa, int par2, int par3, int par4)` Renders a Cocoa block at the given coordinates
`boolean` | `renderBlockCrops(Block par1Block, int par2, int par3, int par4)` Render block crops
`void` | `renderBlockCropsImpl(Block par1Block, int par2, double par3, double par5, double par7)` Render block crops implementation
`boolean` | `renderBlockDoor(Block par1Block, int par2, int par3, int par4)` Renders a door block at the given coordinates
`boolean` | `renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg, int par2, int par3, int par4)`
`boolean` | `renderBlockEndPortalFrame(Block par1Block, int par2, int par3, int par4)` Render BlockEndPortalFrame
`boolean` | `renderBlockFence(BlockFence par1BlockFence, int par2, int par3, int par4)`
`boolean` | `renderBlockFenceGate(BlockFenceGate par1BlockFenceGate, int par2, int par3, int par4)` Render block fence gate
`boolean` | `renderBlockFire(Block par1Block, int par2, int par3, int par4)` Renders a fire block at the given coordinates
`boolean` | `renderBlockFluids(Block par1Block, int par2, int par3, int par4)` Renders a block based on the BlockFluids class at the given coordinates
`boolean` | `renderBlockLadder(Block par1Block, int par2, int par3, int par4)` Renders a ladder block at the given coordinates
`boolean` | `renderBlockLever(Block par1Block, int par2, int par3, int par4)` Renders a lever block at the given coordinates
`boolean` | `renderBlockLilyPad(Block par1Block, int par2, int par3, int par4)` Render BlockLilyPad
`boolean` | `renderBlockLog(Block par1Block, int par2, int par3, int par4)` Renders a log block at the given coordinates
`boolean` | `renderBlockMinecartTrack(BlockRail par1BlockRail, int par2, int par3, int par4)` Renders a minecart track block at the given coordinates
`boolean` | `renderBlockPane(BlockPane par1BlockPane, int par2, int par3, int par4)`
`boolean` | `renderBlockRedstoneWire(Block par1Block, int par2, int par3, int par4)` Renders a redstone wire block at the given coordinates
`boolean` | `renderBlockRepeater(Block par1Block, int par2, int par3, int par4)` render a redstone repeater at the given coordinates
`boolean` | `renderBlockStairs(BlockStairs par1BlockStairs, int par2, int par3, int par4)` Renders a stair block at the given coordinates
`boolean` | `renderBlockStem(Block par1Block, int par2, int par3, int par4)` Render block stem
`void` | `renderBlockStemBig(Block par1Block, int par2, int par3, double par4, double par6, double par8, double par10)` Render block stem big
`void` | `renderBlockStemSmall(Block par1Block, int par2, double par3, double par5, double par7, double par9)` Render block stem small
`boolean` | `renderBlockTorch(Block par1Block, int par2, int par3, int par4)` Renders a torch block at the given coordinates
`boolean` | `renderBlockTripWire(Block par1Block, int par2, int par3, int par4)` Renders a trip wire block at the given coordinates
`boolean` | `renderBlockTripWireSource(Block par1Block, int par2, int par3, int par4)` Renders a trip wire source block at the given coordinates
`void` | `renderBlockUsingTexture(Block par1Block, int par2, int par3, int par4, int par5)` Renders a block using the given texture instead of the block's own default texture
`boolean` | `renderBlockVine(Block par1Block, int par2, int par3, int par4)` Render block vine
`void` | `renderBottomFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the bottom face of the block.
`boolean` | `renderCrossedSquares(Block par1Block, int par2, int par3, int par4)` Renders any block requiring croseed squares such as reeds, flowers, and mushrooms
`void` | `renderEastFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the east (z-negative) face of the block.
`static boolean` | `renderItemIn3d(int par0)` Checks to see if the item's render type indicates that it should be rendered as a regular block or not.
`void` | `renderNorthFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the north (x-negative) face of the block.
`boolean` | `renderPistonBase(Block par1Block, int par2, int par3, int par4, boolean par5)` renders a block as a piston base
`void` | `renderPistonBaseAllFaces(Block par1Block, int par2, int par3, int par4)` Render all faces of the piston base
`boolean` | `renderPistonExtension(Block par1Block, int par2, int par3, int par4, boolean par5)` renders the pushing part of a piston
`void` | `renderPistonExtensionAllFaces(Block par1Block, int par2, int par3, int par4, boolean par5)` Render all faces of the piston extension
`void` | `renderPistonRodEW(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)` Render piston rod east/west
`void` | `renderPistonRodSN(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)` Render piston rod south/north
`void` | `renderPistonRodUD(double par1, double par3, double par5, double par7, double par9, double par11, float par13, double par14)` Render piston rod up/down
`void` | `renderSouthFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the south (x-positive) face of the block.
`boolean` | `renderStandardBlock(Block par1Block, int par2, int par3, int par4)` Renders a standard cube block at the given coordinates
`boolean` | `renderStandardBlockWithAmbientOcclusion(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)`
`boolean` | `renderStandardBlockWithColorMultiplier(Block par1Block, int par2, int par3, int par4, float par5, float par6, float par7)` Renders a standard cube block at the given coordinates, with a given color ratio.
`void` | `renderTopFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the top face of the block.
`void` | `renderTorchAtAngle(Block par1Block, double par2, double par4, double par6, double par8, double par10)` Renders a torch at the given coordinates, with the base slanting at the given delta
`void` | `renderWestFace(Block par1Block, double par2, double par4, double par6, int par8)` Renders the given texture to the west (z-positive) face of the block.

Methods inherited from class java.lang.Object
`equals, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait`

Field Detail

### blockAccess

    public IBlockAccess blockAccess

  The IBlockAccess used by this instance of RenderBlocks

### overrideBlockTexture

    public int overrideBlockTexture

  If set to >=0, all block faces will be rendered using this texture index

### flipTexture

    public boolean flipTexture

  Set to true if the texture should be flipped horizontally during render*Face

### renderAllFaces

    public boolean renderAllFaces

  If true, renders all faces on all blocks rather than using the logic in Block.shouldSideBeRendered. Unused.

### fancyGrass

    public static boolean fancyGrass

  Fancy grass side matching biome

### useInventoryTint

    public boolean useInventoryTint

### field_83021_g

    public double field_83021_g

### field_83026_h

    public double field_83026_h

### field_83027_i

    public double field_83027_i

### field_83024_j

    public double field_83024_j

### field_83025_k

    public double field_83025_k

### field_83022_l

    public double field_83022_l

### field_83023_m

    public boolean field_83023_m

### uvRotateEast

    public int uvRotateEast

### uvRotateWest

    public int uvRotateWest

### uvRotateSouth

    public int uvRotateSouth

### uvRotateNorth

    public int uvRotateNorth

### uvRotateTop

    public int uvRotateTop

### uvRotateBottom

    public int uvRotateBottom

### enableAO

    public boolean enableAO

  Whether ambient occlusion is enabled or not

### lightValueOwn

    public float lightValueOwn

  Light value of the block itself

### aoLightValueXNeg

    public float aoLightValueXNeg

  Light value one block less in x axis

### aoLightValueYNeg

    public float aoLightValueYNeg

  Light value one block more in y axis

### aoLightValueZNeg

    public float aoLightValueZNeg

  Light value one block more in z axis

### aoLightValueXPos

    public float aoLightValueXPos

  Light value one block more in x axis

### aoLightValueYPos

    public float aoLightValueYPos

  Light value one block more in y axis

### aoLightValueZPos

    public float aoLightValueZPos

  Light value one block more in z axis

### aoLightValueScratchXYZNNN

    public float aoLightValueScratchXYZNNN

  Used as a scratch variable for ambient occlusion on the north/bottom/east corner.

### aoLightValueScratchXYNN

    public float aoLightValueScratchXYNN

  Used as a scratch variable for ambient occlusion between the bottom face and the north face.

### aoLightValueScratchXYZNNP

    public float aoLightValueScratchXYZNNP

  Used as a scratch variable for ambient occlusion on the north/bottom/west corner.

### aoLightValueScratchYZNN

    public float aoLightValueScratchYZNN

  Used as a scratch variable for ambient occlusion between the bottom face and the east face.

### aoLightValueScratchYZNP

    public float aoLightValueScratchYZNP

  Used as a scratch variable for ambient occlusion between the bottom face and the west face.

### aoLightValueScratchXYZPNN

    public float aoLightValueScratchXYZPNN

  Used as a scratch variable for ambient occlusion on the south/bottom/east corner.

### aoLightValueScratchXYPN

    public float aoLightValueScratchXYPN

  Used as a scratch variable for ambient occlusion between the bottom face and the south face.

### aoLightValueScratchXYZPNP

    public float aoLightValueScratchXYZPNP

  Used as a scratch variable for ambient occlusion on the south/bottom/west corner.

### aoLightValueScratchXYZNPN

    public float aoLightValueScratchXYZNPN

  Used as a scratch variable for ambient occlusion on the north/top/east corner.

### aoLightValueScratchXYNP

    public float aoLightValueScratchXYNP

  Used as a scratch variable for ambient occlusion between the top face and the north face.

### aoLightValueScratchXYZNPP

    public float aoLightValueScratchXYZNPP

  Used as a scratch variable for ambient occlusion on the north/top/west corner.

### aoLightValueScratchYZPN

    public float aoLightValueScratchYZPN

  Used as a scratch variable for ambient occlusion between the top face and the east face.

### aoLightValueScratchXYZPPN

    public float aoLightValueScratchXYZPPN

  Used as a scratch variable for ambient occlusion on the south/top/east corner.

### aoLightValueScratchXYPP

    public float aoLightValueScratchXYPP

  Used as a scratch variable for ambient occlusion between the top face and the south face.

### aoLightValueScratchYZPP

    public float aoLightValueScratchYZPP

  Used as a scratch variable for ambient occlusion between the top face and the west face.

### aoLightValueScratchXYZPPP

    public float aoLightValueScratchXYZPPP

  Used as a scratch variable for ambient occlusion on the south/top/west corner.

### aoLightValueScratchXZNN

    public float aoLightValueScratchXZNN

  Used as a scratch variable for ambient occlusion between the north face and the east face.

### aoLightValueScratchXZPN

    public float aoLightValueScratchXZPN

  Used as a scratch variable for ambient occlusion between the south face and the east face.

### aoLightValueScratchXZNP

    public float aoLightValueScratchXZNP

  Used as a scratch variable for ambient occlusion between the north face and the west face.

### aoLightValueScratchXZPP

    public float aoLightValueScratchXZPP

  Used as a scratch variable for ambient occlusion between the south face and the west face.

### aoBrightnessXYZNNN

    public int aoBrightnessXYZNNN

  Ambient occlusion brightness XYZNNN

### aoBrightnessXYNN

    public int aoBrightnessXYNN

  Ambient occlusion brightness XYNN

### aoBrightnessXYZNNP

    public int aoBrightnessXYZNNP

  Ambient occlusion brightness XYZNNP

### aoBrightnessYZNN

    public int aoBrightnessYZNN

  Ambient occlusion brightness YZNN

### aoBrightnessYZNP

    public int aoBrightnessYZNP

  Ambient occlusion brightness YZNP

### aoBrightnessXYZPNN

    public int aoBrightnessXYZPNN

  Ambient occlusion brightness XYZPNN

### aoBrightnessXYPN

    public int aoBrightnessXYPN

  Ambient occlusion brightness XYPN

### aoBrightnessXYZPNP

    public int aoBrightnessXYZPNP

  Ambient occlusion brightness XYZPNP

### aoBrightnessXYZNPN

    public int aoBrightnessXYZNPN

  Ambient occlusion brightness XYZNPN

### aoBrightnessXYNP

    public int aoBrightnessXYNP

  Ambient occlusion brightness XYNP

### aoBrightnessXYZNPP

    public int aoBrightnessXYZNPP

  Ambient occlusion brightness XYZNPP

### aoBrightnessYZPN

    public int aoBrightnessYZPN

  Ambient occlusion brightness YZPN

### aoBrightnessXYZPPN

    public int aoBrightnessXYZPPN

  Ambient occlusion brightness XYZPPN

### aoBrightnessXYPP

    public int aoBrightnessXYPP

  Ambient occlusion brightness XYPP

### aoBrightnessYZPP

    public int aoBrightnessYZPP

  Ambient occlusion brightness YZPP

### aoBrightnessXYZPPP

    public int aoBrightnessXYZPPP

  Ambient occlusion brightness XYZPPP

### aoBrightnessXZNN

    public int aoBrightnessXZNN

  Ambient occlusion brightness XZNN

### aoBrightnessXZPN

    public int aoBrightnessXZPN

  Ambient occlusion brightness XZPN

### aoBrightnessXZNP

    public int aoBrightnessXZNP

  Ambient occlusion brightness XZNP

### aoBrightnessXZPP

    public int aoBrightnessXZPP

  Ambient occlusion brightness XZPP

### aoType

    public int aoType

  Ambient occlusion type (0=simple, 1=complex)

### brightnessTopLeft

    public int brightnessTopLeft

  Brightness top left

### brightnessBottomLeft

    public int brightnessBottomLeft

  Brightness bottom left

### brightnessBottomRight

    public int brightnessBottomRight

  Brightness bottom right

### brightnessTopRight

    public int brightnessTopRight

  Brightness top right

### colorRedTopLeft

    public float colorRedTopLeft

  Red color value for the top left corner

### colorRedBottomLeft

    public float colorRedBottomLeft

  Red color value for the bottom left corner

### colorRedBottomRight

    public float colorRedBottomRight

  Red color value for the bottom right corner

### colorRedTopRight

    public float colorRedTopRight

  Red color value for the top right corner

### colorGreenTopLeft

    public float colorGreenTopLeft

  Green color value for the top left corner

### colorGreenBottomLeft

    public float colorGreenBottomLeft

  Green color value for the bottom left corner

### colorGreenBottomRight

    public float colorGreenBottomRight

  Green color value for the bottom right corner

### colorGreenTopRight

    public float colorGreenTopRight

  Green color value for the top right corner

### colorBlueTopLeft

    public float colorBlueTopLeft

  Blue color value for the top left corner

### colorBlueBottomLeft

    public float colorBlueBottomLeft

  Blue color value for the bottom left corner

### colorBlueBottomRight

    public float colorBlueBottomRight

  Blue color value for the bottom right corner

### colorBlueTopRight

    public float colorBlueTopRight

  Blue color value for the top right corner

### aoGrassXYZCPN

    public boolean aoGrassXYZCPN

  Grass flag for ambient occlusion on Center X, Positive Y, and Negative Z

### aoGrassXYZPPC

    public boolean aoGrassXYZPPC

  Grass flag for ambient occlusion on Positive X, Positive Y, and Center Z

### aoGrassXYZNPC

    public boolean aoGrassXYZNPC

  Grass flag for ambient occlusion on Negative X, Positive Y, and Center Z

### aoGrassXYZCPP

    public boolean aoGrassXYZCPP

  Grass flag for ambient occlusion on Center X, Positive Y, and Positive Z

### aoGrassXYZNCN

    public boolean aoGrassXYZNCN

  Grass flag for ambient occlusion on Negative X, Center Y, and Negative Z

### aoGrassXYZPCP

    public boolean aoGrassXYZPCP

  Grass flag for ambient occlusion on Positive X, Center Y, and Positive Z

### aoGrassXYZNCP

    public boolean aoGrassXYZNCP

  Grass flag for ambient occlusion on Negative X, Center Y, and Positive Z

### aoGrassXYZPCN

    public boolean aoGrassXYZPCN

  Grass flag for ambient occlusion on Positive X, Center Y, and Negative Z

### aoGrassXYZCNN

    public boolean aoGrassXYZCNN

  Grass flag for ambient occlusion on Center X, Negative Y, and Negative Z

### aoGrassXYZPNC

    public boolean aoGrassXYZPNC

  Grass flag for ambient occlusion on Positive X, Negative Y, and Center Z

### aoGrassXYZNNC

    public boolean aoGrassXYZNNC

  Grass flag for ambient occlusion on Negative X, Negative Y, and center Z

### aoGrassXYZCNP

    public boolean aoGrassXYZCNP

  Grass flag for ambient occlusion on Center X, Negative Y, and Positive Z

Constructor Detail

### RenderBlocks

    public RenderBlocks(IBlockAccess par1IBlockAccess)

### RenderBlocks

    public RenderBlocks()

Method Detail

### func_82774_a

    public void func_82774_a(int par1)

### clearOverrideBlockTexture

    public void clearOverrideBlockTexture()

  Clear override block texture

### func_83020_a

    public void func_83020_a(double var1,
                             double var3,
                             double var5,
                             double var7,
                             double var9,
                             double var11)

### func_83018_a

    public void func_83018_a(Block var1)

### func_83019_b

    public void func_83019_b(double var1,
                             double var3,
                             double var5,
                             double var7,
                             double var9,
                             double var11)

### func_83017_b

    public void func_83017_b()

### renderBlockUsingTexture

    public void renderBlockUsingTexture(Block par1Block,
                                        int par2,
                                        int par3,
                                        int par4,
                                        int par5)

  Renders a block using the given texture instead of the block's own default texture

### renderBlockAllFaces

    public void renderBlockAllFaces(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4)

  Render all faces of a block

### renderBlockByRenderType

    public boolean renderBlockByRenderType(Block par1Block,
                                           int par2,
                                           int par3,
                                           int par4)

  Renders the block at the given coordinates using the block's rendering type

### renderBlockEndPortalFrame

    public boolean renderBlockEndPortalFrame(Block par1Block,
                                             int par2,
                                             int par3,
                                             int par4)

  Render BlockEndPortalFrame

### renderBlockBed

    public boolean renderBlockBed(Block par1Block,
                                  int par2,
                                  int par3,
                                  int par4)

  render a bed at the given coordinates

### renderBlockBrewingStand

    public boolean renderBlockBrewingStand(BlockBrewingStand par1BlockBrewingStand,
                                           int par2,
                                           int par3,
                                           int par4)

  Render BlockBrewingStand

### renderBlockCauldron

    public boolean renderBlockCauldron(BlockCauldron par1BlockCauldron,
                                       int par2,
                                       int par3,
                                       int par4)

  Render block cauldron

### func_82780_a

    public boolean func_82780_a(BlockFlowerPot par1BlockFlowerPot,
                                int par2,
                                int par3,
                                int par4)

### func_82775_a

    public boolean func_82775_a(BlockAnvil par1BlockAnvil,
                                int par2,
                                int par3,
                                int par4)

### func_82776_a

    public boolean func_82776_a(BlockAnvil par1BlockAnvil,
                                int par2,
                                int par3,
                                int par4,
                                int par5,
                                boolean par6)

### func_82777_a

    public float func_82777_a(BlockAnvil par1BlockAnvil,
                              int par2,
                              int par3,
                              int par4,
                              int par5,
                              float par6,
                              float par7,
                              float par8,
                              float par9,
                              boolean par10,
                              boolean par11,
                              int par12)

### renderBlockTorch

    public boolean renderBlockTorch(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4)

  Renders a torch block at the given coordinates

### renderBlockRepeater

    public boolean renderBlockRepeater(Block par1Block,
                                       int par2,
                                       int par3,
                                       int par4)

  render a redstone repeater at the given coordinates

### renderPistonBaseAllFaces

    public void renderPistonBaseAllFaces(Block par1Block,
                                         int par2,
                                         int par3,
                                         int par4)

  Render all faces of the piston base

### renderPistonBase

    public boolean renderPistonBase(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4,
                                    boolean par5)

  renders a block as a piston base

### renderPistonRodUD

    public void renderPistonRodUD(double par1,
                                  double par3,
                                  double par5,
                                  double par7,
                                  double par9,
                                  double par11,
                                  float par13,
                                  double par14)

  Render piston rod up/down

### renderPistonRodSN

    public void renderPistonRodSN(double par1,
                                  double par3,
                                  double par5,
                                  double par7,
                                  double par9,
                                  double par11,
                                  float par13,
                                  double par14)

  Render piston rod south/north

### renderPistonRodEW

    public void renderPistonRodEW(double par1,
                                  double par3,
                                  double par5,
                                  double par7,
                                  double par9,
                                  double par11,
                                  float par13,
                                  double par14)

  Render piston rod east/west

### renderPistonExtensionAllFaces

    public void renderPistonExtensionAllFaces(Block par1Block,
                                              int par2,
                                              int par3,
                                              int par4,
                                              boolean par5)

  Render all faces of the piston extension

### renderPistonExtension

    public boolean renderPistonExtension(Block par1Block,
                                         int par2,
                                         int par3,
                                         int par4,
                                         boolean par5)

  renders the pushing part of a piston

### renderBlockLever

    public boolean renderBlockLever(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4)

  Renders a lever block at the given coordinates

### renderBlockTripWireSource

    public boolean renderBlockTripWireSource(Block par1Block,
                                             int par2,
                                             int par3,
                                             int par4)

  Renders a trip wire source block at the given coordinates

### renderBlockTripWire

    public boolean renderBlockTripWire(Block par1Block,
                                       int par2,
                                       int par3,
                                       int par4)

  Renders a trip wire block at the given coordinates

### renderBlockFire

    public boolean renderBlockFire(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)

  Renders a fire block at the given coordinates

### renderBlockRedstoneWire

    public boolean renderBlockRedstoneWire(Block par1Block,
                                           int par2,
                                           int par3,
                                           int par4)

  Renders a redstone wire block at the given coordinates

### renderBlockMinecartTrack

    public boolean renderBlockMinecartTrack(BlockRail par1BlockRail,
                                            int par2,
                                            int par3,
                                            int par4)

  Renders a minecart track block at the given coordinates

### renderBlockLadder

    public boolean renderBlockLadder(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4)

  Renders a ladder block at the given coordinates

### renderBlockVine

    public boolean renderBlockVine(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)

  Render block vine

### renderBlockPane

    public boolean renderBlockPane(BlockPane par1BlockPane,
                                   int par2,
                                   int par3,
                                   int par4)

### renderCrossedSquares

    public boolean renderCrossedSquares(Block par1Block,
                                        int par2,
                                        int par3,
                                        int par4)

  Renders any block requiring croseed squares such as reeds, flowers, and mushrooms

### renderBlockStem

    public boolean renderBlockStem(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)

  Render block stem

### renderBlockCrops

    public boolean renderBlockCrops(Block par1Block,
                                    int par2,
                                    int par3,
                                    int par4)

  Render block crops

### renderTorchAtAngle

    public void renderTorchAtAngle(Block par1Block,
                                   double par2,
                                   double par4,
                                   double par6,
                                   double par8,
                                   double par10)

  Renders a torch at the given coordinates, with the base slanting at the given delta

### drawCrossedSquares

    public void drawCrossedSquares(Block par1Block,
                                   int par2,
                                   double par3,
                                   double par5,
                                   double par7,
                                   float par9)

  Utility function to draw crossed swuares

### renderBlockStemSmall

    public void renderBlockStemSmall(Block par1Block,
                                     int par2,
                                     double par3,
                                     double par5,
                                     double par7,
                                     double par9)

  Render block stem small

### renderBlockLilyPad

    public boolean renderBlockLilyPad(Block par1Block,
                                      int par2,
                                      int par3,
                                      int par4)

  Render BlockLilyPad

### renderBlockStemBig

    public void renderBlockStemBig(Block par1Block,
                                   int par2,
                                   int par3,
                                   double par4,
                                   double par6,
                                   double par8,
                                   double par10)

  Render block stem big

### renderBlockCropsImpl

    public void renderBlockCropsImpl(Block par1Block,
                                     int par2,
                                     double par3,
                                     double par5,
                                     double par7)

  Render block crops implementation

### renderBlockFluids

    public boolean renderBlockFluids(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4)

  Renders a block based on the BlockFluids class at the given coordinates

### getFluidHeight

    public float getFluidHeight(int par1,
                                int par2,
                                int par3,
                                Material par4Material)

  Get fluid height

### func_78588_a

    public void func_78588_a(Block par1Block,
                             World par2World,
                             int par3,
                             int par4,
                             int par5,
                             int par6)

### renderStandardBlock

    public boolean renderStandardBlock(Block par1Block,
                                       int par2,
                                       int par3,
                                       int par4)

  Renders a standard cube block at the given coordinates

### renderBlockLog

    public boolean renderBlockLog(Block par1Block,
                                  int par2,
                                  int par3,
                                  int par4)

  Renders a log block at the given coordinates

### renderStandardBlockWithAmbientOcclusion

    public boolean renderStandardBlockWithAmbientOcclusion(Block par1Block,
                                                           int par2,
                                                           int par3,
                                                           int par4,
                                                           float par5,
                                                           float par6,
                                                           float par7)

### getAoBrightness

    public int getAoBrightness(int par1,
                               int par2,
                               int par3,
                               int par4)

  Get ambient occlusion brightness

### renderStandardBlockWithColorMultiplier

    public boolean renderStandardBlockWithColorMultiplier(Block par1Block,
                                                          int par2,
                                                          int par3,
                                                          int par4,
                                                          float par5,
                                                          float par6,
                                                          float par7)

  Renders a standard cube block at the given coordinates, with a given color ratio. Args: block, x, y, z, r, g, b

### renderBlockCocoa

    public boolean renderBlockCocoa(BlockCocoa par1BlockCocoa,
                                    int par2,
                                    int par3,
                                    int par4)

  Renders a Cocoa block at the given coordinates

### func_82778_a

    public boolean func_82778_a(BlockBeacon par1BlockBeacon,
                                int par2,
                                int par3,
                                int par4)

### renderBlockCactus

    public boolean renderBlockCactus(Block par1Block,
                                     int par2,
                                     int par3,
                                     int par4)

  Renders a cactus block at the given coordinates

### renderBlockCactusImpl

    public boolean renderBlockCactusImpl(Block par1Block,
                                         int par2,
                                         int par3,
                                         int par4,
                                         float par5,
                                         float par6,
                                         float par7)

  Render block cactus implementation

### renderBlockFence

    public boolean renderBlockFence(BlockFence par1BlockFence,
                                    int par2,
                                    int par3,
                                    int par4)

### func_82779_a

    public boolean func_82779_a(BlockWall par1BlockWall,
                                int par2,
                                int par3,
                                int par4)

### renderBlockDragonEgg

    public boolean renderBlockDragonEgg(BlockDragonEgg par1BlockDragonEgg,
                                        int par2,
                                        int par3,
                                        int par4)

### renderBlockFenceGate

    public boolean renderBlockFenceGate(BlockFenceGate par1BlockFenceGate,
                                        int par2,
                                        int par3,
                                        int par4)

  Render block fence gate

### renderBlockStairs

    public boolean renderBlockStairs(BlockStairs par1BlockStairs,
                                     int par2,
                                     int par3,
                                     int par4)

  Renders a stair block at the given coordinates

### renderBlockDoor

    public boolean renderBlockDoor(Block par1Block,
                                   int par2,
                                   int par3,
                                   int par4)

  Renders a door block at the given coordinates

### renderBottomFace

    public void renderBottomFace(Block par1Block,
                                 double par2,
                                 double par4,
                                 double par6,
                                 int par8)

  Renders the given texture to the bottom face of the block. Args: block, x, y, z, texture

### renderTopFace

    public void renderTopFace(Block par1Block,
                              double par2,
                              double par4,
                              double par6,
                              int par8)

  Renders the given texture to the top face of the block. Args: block, x, y, z, texture

### renderEastFace

    public void renderEastFace(Block par1Block,
                               double par2,
                               double par4,
                               double par6,
                               int par8)

  Renders the given texture to the east (z-negative) face of the block. Args: block, x, y, z, texture

### renderWestFace

    public void renderWestFace(Block par1Block,
                               double par2,
                               double par4,
                               double par6,
                               int par8)

  Renders the given texture to the west (z-positive) face of the block. Args: block, x, y, z, texture

### renderNorthFace

    public void renderNorthFace(Block par1Block,
                                double par2,
                                double par4,
                                double par6,
                                int par8)

  Renders the given texture to the north (x-negative) face of the block. Args: block, x, y, z, texture

### renderSouthFace

    public void renderSouthFace(Block par1Block,
                                double par2,
                                double par4,
                                double par6,
                                int par8)

  Renders the given texture to the south (x-positive) face of the block. Args: block, x, y, z, texture

### renderBlockAsItem

    public void renderBlockAsItem(Block par1Block,
                                  int par2,
                                  float par3)

  Is called to render the image of a block on an inventory, as a held item, or as a an item on the ground

### renderItemIn3d

    public static boolean renderItemIn3d(int par0)

  Checks to see if the item's render type indicates that it should be rendered as a regular block or not.

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