Renderer
The renderer API is accessed with the renderer
global. Like so: renderer:setRenderVehicle(false)
Altering the Camera
setOffsetCameraPivot(Vector3)
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 absolute rotation values, check out the non-offset pivot function
Example:
renderer:setOffsetCameraPivot(0, 2, 0)
getCameraOffsetPivot()
Gets the offset pivot for the camera
Example:
renderer:getCameraOffsetPivot()
setCameraPivot(Vector3)
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
Example:
rendereR:setCameraPivot(0, 2, 0)
getCameraPivot()
Gets the absolute pivot for the camera
Example:
renderer:getCameraPivot()
setCameraPos(Vector3)
Sets the position offset for the camera
Nil values for position are assumed to be 0
Example:
renderer:setCameraPos(0, 2, 0)
getCameraPos()
Gets the position offset for the camera
Example:
renderer:getCameraPos()
setOffsetCameraRot(Vector3)
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
Example:
renderer:setOffsetCameraRot(0, 90, 0)
getCameraOffsetRot()
Gets the offset rotation for the camera
Example:
renderer:getCameraOffsetRot()
setCameraRot(Vector3)
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
Example:
renderer:setCameraRot(0, 90, 0)
getCameraRot()
Gets the absolute rotation of the camera
Example:
renderer:getCameraRot()
setCameraMatrix(matrix4)
Sets the camera matrix with the given matrix
getCameraMatrix()
Returns the modified camera matrix
Example:
renderer:getCameraMatrix()
setCameraNormal(matrix3)
Sets the camera normal matrix with the given matrix
getCameraNormal()
Returns the modified camera normal matrix
Example:
renderer:getCameraNormal()
Detecting Camera Information
isFirstPerson()
Checks if your camera is in the first person view
Example:
renderer:isFirstPerson()
isCameraBackwards()
Checks if your camera is in the backwards third person view
Element Rendering
Example:
renderer:isCameraBackwards()
setOutlineColor(Vector3)
Sets the glowing effect outline color
Example:
renderer:setOutlineColor(0, 0, 1)
getOutlineColor()
Gets the glowing effect outline color set by setOutlineColor
Example:
renderer:getOutlineColor()
setBlockOutlineColor(Vector4)
Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders
Example:
renderer:setBlockOutlineColor(0, 0, 1, 0.4)
getBlockOutlineColor()
Returns the set color for the selected block outline
Example:
renderer:getBlockOutlineColor()
setPrimaryFireTexture(string)
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
The expected string is a resource path to a Minecraft block
Example:
renderer:setPrimaryFireTexture("textures/block/soul_fire_0")
getPrimaryFireTexture()
Gets the current custom primary fire texture
Example:
renderer:getPrimaryFireTexture()
setSecondaryFireTexture(string)
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
The expected string is a resource path to a Minecraft block
Example:
renderer:setSecondaryFireTexture("textures/block/soul_fire_1")
getSecondaryFireTexture()
Gets the current custom secondary fire texture
Example:
renderer:getSecondaryFireTexture()
setCrosshairOffset(Vector2)
Sets the offset of your crosshair
Example:
renderer:setCrosshairOffset(20, 20)
getCrosshairOffset()
Gets the offset of your crosshair
Example:
renderer:getCrosshairOffset()
setRenderCrosshair(bool)
Sets if your crosshair should be rendered
Example:
renderer:setRenderCrosshair(false)
shouldRenderCrosshair()
Check if your crosshair should be rendered
Example:
renderer:shouldRenderCrosshair()
setRenderVehicle(bool)
Sets if your vehicle should be rendered
Example:
renderer:setRenderVehicle(false)
shouldRenderVehicle()
Check if your vehicle should be rendered
Example:
renderer:shouldRenderVehicle()
setRenderFire(bool)
Sets if the fire effect should be rendered
Example:
renderer:setRenderFire(false)
shouldRenderFire()
Checks if the fire effect should be rendered
Example:
renderer:shouldRenderFire()
setRenderHUD(bool)
Sets if the vanilla HUD should be rendered
Example:
renderer:setRenderHUD(false)
shouldRenderHUD()
Checks if the vanilla HUD should be rendered
Example:
renderer:shouldRenderHUD()
setForcePaperdoll(bool)
Sets if the paperdoll should forcefully be rendered
Example:
renderer:setForcePaperdoll(true)
shouldForcePaperdoll()
Check if the paperdoll should forcefully be rendered
Example:
renderer:shouldForcePaperdoll()
setShadowRadius(number)
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
Example:
renderer:setShadowRadius(12)
getShadowRadius()
Gets the radius of your shadow
Example:
renderer:getShadowRadius()
setUpsideDown(bool)
Sets if this entity will be rendered upside down
Example:
renderer:setUpsideDown(true)
isUpsideDown()
Checks if this entity should be rendered upside down
Example:
renderer:isUpsideDown()
setBlockOutlineColor(Vector4)
Sets the color of the selected block outline
Default alpha is 0.4
Might not be compatible with shaders
Example:
renderer:setBlockOutlineColor(0, 0, 1, 0.4)
getBlockOutlineColor()
Returns the set color for the selected block outline Default nil
Example:
renderer:getBlockOutlineColor()
setPostEffect(string)
Sets the current rendering effect
Same as the discontinued Super Secret Settings
Example:
renderer:setPostEffect("invert")
setFOV(number)
Sets the multiplier of your fov The default value is nil, which means no changes will be applied to your fov
Example:
renderer:setFOV(2)
getFOV()
Gets the multiplier of your FOV, as set by setFOV
Example:
renderer:getFOV()
setRenderLeftArm(bool)
Toggle if the left arm should be rendered in first person, regardless if you are holding an item or not
Example:
renderer:setRenderLeftArm(true)
getRenderLeftArm()
Gets if the left arm should be rendered while in first person
Example:
renderer:getRenderLeftArm()
setRenderRightArm(bool)
Toggle if the right arm should be rendered in first person, regardless if you are holding an item or not
Example:
renderer:setRenderRightArm(true)
getRenderRightArm()
Gets if the right arm should be rendered while in first person
Example:
renderer:getRenderRightArm()
setEyeOffset(Vector3)
Sets an offset for the entity eye position, altering the targeted block and entity
This function can be caught by anti-cheats and could get you banned from servers
Example:
renderer:setEyeOffset(0, 2, 0)
getEyeOffset()
Returns the offset for the entity eye position, as set by setEyeOffset
Example:
renderer:getEyeOffset()