CLASS net/minecraft/class_3999 net/minecraft/client/particle/ParticleTextureSheet COMMENT Defines rendering setup & draw logic for particles based on their requirements for depth checking, textures, and transparency. COMMENT COMMENT

COMMENT Each {@link net.minecraft.client.particle.Particle} returns a {@link ParticleTextureSheet} in {@link net.minecraft.client.particle.Particle#getType()}. COMMENT When particles are rendered, each sheet will be drawn once. COMMENT {@link ParticleTextureSheet#begin(BufferBuilder, TextureManager)} is first called to set up render state, and after each particle has emitted geometry, {@link ParticleTextureSheet#draw(Tessellator)} is called to draw to a target buffer. FIELD field_17827 TERRAIN_SHEET Lnet/minecraft/class_3999; FIELD field_17828 PARTICLE_SHEET_OPAQUE Lnet/minecraft/class_3999; FIELD field_17829 PARTICLE_SHEET_TRANSLUCENT Lnet/minecraft/class_3999; FIELD field_17830 PARTICLE_SHEET_LIT Lnet/minecraft/class_3999; FIELD field_17831 CUSTOM Lnet/minecraft/class_3999; FIELD field_17832 NO_RENDER Lnet/minecraft/class_3999; METHOD method_18130 begin (Lnet/minecraft/class_287;Lnet/minecraft/class_1060;)V COMMENT Called to set up OpenGL render state for drawing particles of a given type. ARG 1 builder COMMENT the buffer particles will draw to in {@link net.minecraft.client.particle.Particle#buildGeometry(VertexConsumer, Camera, float)} ARG 2 textureManager COMMENT texture loading context METHOD method_18131 draw (Lnet/minecraft/class_289;)V COMMENT Called after all particles of a {@link ParticleTextureSheet} have finished drawing. ARG 1 tessellator COMMENT the {@code Tessellator} all particles in this sheet drew to