renderer

The global instance of RendererAPI
field signature:
renderer
Method Property Fluent Description Representation
Field Type a RendererAPI

RendererAPI.setSecondaryFireTexture

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:setSecondaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.setOutlineColor

Sets the custom glowing effect's outline color
overload 1:
renderer:setOutlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOutlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a RendererAPI

RendererAPI.getOutlineColor

Gets the custom glowing effect's outline color
overload 1:
renderer:getOutlineColor()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.shouldRenderFire

Checks if the fire effect should be rendered
overload 1:
renderer:shouldRenderFire()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setRenderFire

Sets if the fire effect should be rendered
overload 1:
renderer:setRenderFire(renderFire)
Method Property Fluent Description Representation
renderFire accepts a Boolean
Return Value a RendererAPI

RendererAPI.setRenderVehicle

Sets if your vehicle should be rendered
overload 1:
renderer:setRenderVehicle(renderVehicle)
Method Property Fluent Description Representation
renderVehicle accepts a Boolean
Return Value a RendererAPI

RendererAPI.setCameraPivot

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the "offset" pivot function
overload 1:
renderer:setCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.isCameraBackwards

Checks if your camera is in the backward third person view
overload 1:
renderer:isCameraBackwards()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.getCameraPivot

Gets the absolute pivot for the camera
overload 1:
renderer:getCameraPivot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.setRenderHUD

Sets if the vanilla HUD should be rendered
overload 1:
renderer:setRenderHUD(renderHUD)
Method Property Fluent Description Representation
renderHUD accepts a Boolean
Return Value a RendererAPI

RendererAPI.isUpsideDown

Checks if this entity should be rendered upside down
overload 1:
renderer:isUpsideDown()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.getCameraPos

Gets the position offset for the camera
overload 1:
renderer:getCameraPos()
Method Property Fluent Description Representation
Return Value either a Vector3 or nil

RendererAPI.setRenderCrosshair

Sets if your crosshair should be rendered
overload 1:
renderer:setRenderCrosshair(renderCrosshair)
Method Property Fluent Description Representation
renderCrosshair accepts a Boolean
Return Value a RendererAPI

RendererAPI.shouldRenderHUD

Check if the vanilla HUD should be rendered
overload 1:
renderer:shouldRenderHUD()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setCameraPos

Sets the position offset for the camera
Nil values for position are assumed to be 0
overload 1:
renderer:setCameraPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.setForcePaperdoll

Sets if the paperdoll should forcefully be rendered
overload 1:
renderer:setForcePaperdoll(forcePaperdoll)
Method Property Fluent Description Representation
forcePaperdoll accepts a Boolean
Return Value a RendererAPI

RendererAPI.setUpsideDown

Sets if this entity will be rendered upside down
overload 1:
renderer:setUpsideDown(upsideDown)
Method Property Fluent Description Representation
upsideDown accepts a Boolean
Return Value a RendererAPI

RendererAPI.isFirstPerson

Checks if your camera is in the first person view
overload 1:
renderer:isFirstPerson()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setShadowRadius

Sets the radius of your shadow
The default value is nil,
which means to use the vanilla default of 0.5 for players
The maximum value is 12
overload 1:
renderer:setShadowRadius()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:setShadowRadius(radius)
Method Property Fluent Description Representation
radius accepts a Number
Return Value a RendererAPI

RendererAPI.getCameraRot

Gets the absolute rotation of the camera
overload 1:
renderer:getCameraRot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.setCameraRot

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values,
check out the "offset" rot function
overload 1:
renderer:setCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.getShadowRadius

Gets the radius of your shadow
overload 1:
renderer:getShadowRadius()
Method Property Fluent Description Representation
Return Value a Number

RendererAPI.getCameraMatrix

Returns the modified camera matrix
overload 1:
renderer:getCameraMatrix()
Method Property Fluent Description Representation
Return Value a Matrix4

RendererAPI.setCrosshairOffset

Sets the offset of your crosshair
overload 1:
renderer:setCrosshairOffset(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a RendererAPI
overload 2:
renderer:setCrosshairOffset(x, y)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
Return Value a RendererAPI

RendererAPI.getFOV

Gets the multiplier of your fov
overload 1:
renderer:getFOV()
Method Property Fluent Description Representation
Return Value a Number

RendererAPI.getCameraNormal

Returns the modified camera normal matrix
overload 1:
renderer:getCameraNormal()
Method Property Fluent Description Representation
Return Value a Matrix3

RendererAPI.setCameraNormal

Sets the camera normal matrix with the given matrix
overload 1:
renderer:setCameraNormal(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix3
Return Value a RendererAPI

RendererAPI.setPostEffect

Sets the current rendering effect
Same as the discontinued Super Secret Settings
overload 1:
renderer:setPostEffect(effect)
Method Property Fluent Description Representation
effect accepts a String
Return Value a RendererAPI

RendererAPI.setCameraMatrix

Sets the camera matrix with the given matrix
overload 1:
renderer:setCameraMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RendererAPI

RendererAPI.setRenderLeftArm

Toggle if the left arm should be rendered in first person, regardless if you are holding an item or not
overload 1:
renderer:setRenderLeftArm(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RendererAPI

RendererAPI.getCrosshairOffset

Gets the offset of your crosshair
overload 1:
renderer:getCrosshairOffset()
Method Property Fluent Description Representation
Return Value a Vector2

RendererAPI.setOffsetCameraRot

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot function
overload 1:
renderer:setOffsetCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOffsetCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.getCameraOffsetRot

Gets the offset rotation for the camera
overload 1:
renderer:getCameraOffsetRot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.setFOV

Sets the multiplier of your fov
The default value is nil,
which means no changes will be applied to your fov
overload 1:
renderer:setFOV()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:setFOV(fov)
Method Property Fluent Description Representation
fov accepts a Number
Return Value a RendererAPI

RendererAPI.getRenderRightArm

Gets if the right arm should be rendered while in first person
overload 1:
renderer:getRenderRightArm()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setRenderRightArm

Toggle if the right arm should be rendered in first person, regardless if you are holding an item or not
overload 1:
renderer:setRenderRightArm(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RendererAPI

RendererAPI.getRenderLeftArm

Gets if the left arm should be rendered while in first person
overload 1:
renderer:getRenderLeftArm()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setEyeOffset

Sets an offset for the entity eye position, altering the targeted block and entity
overload 1:
renderer:setEyeOffset(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setEyeOffset(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.getEyeOffset

Returns the offset for the entity eye position
Default nil
overload 1:
renderer:getEyeOffset()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.getBlockOutlineColor

Returns the set color for the selected block outline
Default nil
overload 1:
renderer:getBlockOutlineColor()
Method Property Fluent Description Representation
Return Value a Vector4

RendererAPI.setBlockOutlineColor

Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders
overload 1:
renderer:setBlockOutlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setBlockOutlineColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a RendererAPI
overload 3:
renderer:setBlockOutlineColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a RendererAPI

RendererAPI.getCameraOffsetPivot

Gets the offset pivot for the camera
overload 1:
renderer:getCameraOffsetPivot()
Method Property Fluent Description Representation
Return Value a Vector3

RendererAPI.getSecondaryFireTexture

Gets the current custom secondary fire texture
overload 1:
renderer:getSecondaryFireTexture()
Method Property Fluent Description Representation
Return Value a String

RendererAPI.setPrimaryFireTexture

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:setPrimaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.shouldRenderCrosshair

Check if your crosshair should be rendered
overload 1:
renderer:shouldRenderCrosshair()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.shouldRenderVehicle

Check if your vehicle should be rendered
overload 1:
renderer:shouldRenderVehicle()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.shouldForcePaperdoll

Check if the paperdoll should forcefully be rendered
overload 1:
renderer:shouldForcePaperdoll()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.getPrimaryFireTexture

Gets the current custom primary fire texture
overload 1:
renderer:getPrimaryFireTexture()
Method Property Fluent Description Representation
Return Value a String

RendererAPI.setOffsetCameraPivot

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the non-offset pivot function
overload 1:
renderer:setOffsetCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:setOffsetCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.secondaryFireTexture

Sets a custom secondary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:secondaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.outlineColor

Sets the custom glowing effect's outline color
overload 1:
renderer:outlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:outlineColor(r, g, b)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
Return Value a RendererAPI

RendererAPI.cameraPivot

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the "offset" pivot function
overload 1:
renderer:cameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.cameraPos

Sets the position offset for the camera
Nil values for position are assumed to be 0
overload 1:
renderer:cameraPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.upsideDown

Sets if this entity will be rendered upside down
overload 1:
renderer:upsideDown(upsideDown)
Method Property Fluent Description Representation
upsideDown accepts a Boolean
Return Value a RendererAPI

RendererAPI.shadowRadius

Sets the radius of your shadow
The default value is nil,
which means to use the vanilla default of 0.5 for players
The maximum value is 12
overload 1:
renderer:shadowRadius()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:shadowRadius(radius)
Method Property Fluent Description Representation
radius accepts a Number
Return Value a RendererAPI

RendererAPI.cameraRot

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values,
check out the "offset" rot function
overload 1:
renderer:cameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:cameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.crosshairOffset

Sets the offset of your crosshair
overload 1:
renderer:crosshairOffset(vec)
Method Property Fluent Description Representation
vec accepts a Vector2
Return Value a RendererAPI
overload 2:
renderer:crosshairOffset(x, y)
Method Property Fluent Description Representation
x accepts an Integer
y accepts an Integer
Return Value a RendererAPI

RendererAPI.cameraNormal

Sets the camera normal matrix with the given matrix
overload 1:
renderer:cameraNormal(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix3
Return Value a RendererAPI

RendererAPI.postEffect

Sets the current rendering effect
Same as the discontinued Super Secret Settings
overload 1:
renderer:postEffect(effect)
Method Property Fluent Description Representation
effect accepts a String
Return Value a RendererAPI

RendererAPI.cameraMatrix

Sets the camera matrix with the given matrix
overload 1:
renderer:cameraMatrix(matrix)
Method Property Fluent Description Representation
matrix accepts a Matrix4
Return Value a RendererAPI

RendererAPI.renderLeftArm

Toggle if the left arm should be rendered in first person, regardless if you are holding an item or not
overload 1:
renderer:renderLeftArm(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RendererAPI

RendererAPI.offsetCameraRot

Sets the offset rotation for the camera
Nil values for rotation are assumed to be 0
Angles are given in degrees
For absolute rotation values,
check out the non-offset rot function
overload 1:
renderer:offsetCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:offsetCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.fov

Sets the multiplier of your fov
The default value is nil,
which means no changes will be applied to your fov
overload 1:
renderer:fov()
Method Property Fluent Description Representation
Return Value a RendererAPI
overload 2:
renderer:fov(fov)
Method Property Fluent Description Representation
fov accepts a Number
Return Value a RendererAPI

RendererAPI.renderRightArm

Toggle if the right arm should be rendered in first person, regardless if you are holding an item or not
overload 1:
renderer:renderRightArm(bool)
Method Property Fluent Description Representation
bool accepts a Boolean
Return Value a RendererAPI

RendererAPI.eyeOffset

Sets an offset for the entity eye position, altering the targeted block and entity
overload 1:
renderer:eyeOffset(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:eyeOffset(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.blockOutlineColor

Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders
overload 1:
renderer:blockOutlineColor(rgb)
Method Property Fluent Description Representation
rgb accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:blockOutlineColor(rgba)
Method Property Fluent Description Representation
rgba accepts a Vector4
Return Value a RendererAPI
overload 3:
renderer:blockOutlineColor(r, g, b, a)
Method Property Fluent Description Representation
r accepts a Number
g accepts a Number
b accepts a Number
a accepts a Number
Return Value a RendererAPI

RendererAPI.primaryFireTexture

Sets a custom primary fire texture, to render while the entity is on fire
The effect is compound by two layers
The secondary layer is what renders in first person
The absence of a secondary layer uses the primary layer as fallback
overload 1:
renderer:primaryFireTexture(id)
Method Property Fluent Description Representation
id accepts a String
Return Value a RendererAPI

RendererAPI.offsetCameraPivot

Sets the offset pivot for the camera
The pivot will also move the camera
Its values are relative to the world
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the non-offset pivot function
overload 1:
renderer:offsetCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value a RendererAPI
overload 2:
renderer:offsetCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value a RendererAPI

RendererAPI.renderFire

Whether or not you should visually have the fire effect while on fire
True by default
field signature:
renderFire
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderVehicle

Whether or not your vehicle (boat, minecart, horse, whatever) will be rendered
True by default
field signature:
renderVehicle
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderCrosshair

Toggles whether or not your crosshair should render
True by default
field signature:
renderCrosshair
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.forcePaperdoll

Toggles if the paperdoll should render regardless of the player doing an action
If the paperdoll is disabled,
or set to always render, nothing will change
False by default
field signature:
forcePaperdoll
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderHUD

Toggles whether or not the vanilla HUD should be rendered
Hands and the Figura HUD are not included
field signature:
renderHUD
Method Property Fluent Description Representation
Field Type a Boolean
a a