AvatarTemplates

Only prepared placements enter shader tables. Target identities never enter the resource pack.

Types

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data class Plan(val id: Int, val element: AvatarElement, val style: AvatarTemplate, val anchor: GuiAnchor?, val y: Int)

Properties

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const val GLYPH: Char = '\uE600'
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const val MAX_PLANS: Int = 4095

Functions

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fun put(id: String, template: AvatarTemplate, image: BufferedImage? = null)
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Freeze before writing shaders, so an unprepared runtime position cannot silently refer to the wrong table.

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fun writePack(folder: File)