Package-level declarations
Types
Semantic placeholders survive the existing chat serializer; native skin objects are inserted afterwards.
Optional overrides belong to this instance, never mutate the source template.
只采样实际渲染的在线目标;同一 UUID 共用 100ms 快照,不创建任务或进行离线/网络查询。 Samples rendered online targets on demand. Async callers receive idle without reading player state or scheduling work. STILL/WAVE are reserved for explicit poses; animation phase belongs to the client's GameTime shader.
Intensity is gait strength, or JUMP lift (1..15) with 0 reserved for landing.
Request-driven CPU frames: never wait for rendering or read Bukkit/player state.
CPU port of shaders/avatar/{vertex,model}.glsl, sampled at pixel centers. Returns fresh, row-major, straight-alpha ARGB; opacity belongs to the caller. The orthographic frame is always 30x40 model units, including during jumps. No cache, I/O, server state, graphics API, or scheduler is involved.
Skin selection and motion selection share target rules, but can point at different players.
Opt-in skin portrait snippets for the existing text shaders (GLSL 150/330).
Reusable skin-only figure. Its position belongs to the referencing layout.
Only prepared placements enter shader tables. Target identities never enter the resource pack.