method void init() = 0x5289c; method void clear() = 0x528ac; method void begin(int mode) = 0x529d4; method void begin_quads() = 0x52a24; method RenderChunk end(bool use_given_buffer, int buffer) = 0x528d4; method void draw() = 0x52e08; method void voidBeginAndEndCalls(bool x) = 0x52f74; method void colorABGR(int color) = 0x52b54; method void color(int r, int g, int b, int a) = 0x52a48; method void noColor() = 0x52d54; method void enableColor() = 0x52f7c; method void vertex(float x, float y, float z) = 0x52bc0; method void tex(float u, float v) = 0x52a2c; method void vertexUV(float x, float y, float z, float u, float v) = 0x52d40; method void scale2d(float sx, float sy) = 0x52b94; method void resetScale() = 0x52bb0; method void normal(float nx, float ny, float nz) = 0x52d68; method void offset(float x, float y, float z) = 0x52d80; method void addOffset(float x, float y, float z) = 0x52d90; method void offset_vec3(const Vec3 &x) = 0x52db8; method void addOffset_vec3(const Vec3 &x) = 0x52dd4; property bool active = 0x3c; property int mode = 0x58; property int next_buffer_id = 0x44; property uint *buffers = 0x48; property int buffer_count = 0x40; property float offset_x = 0x8; property float offset_y = 0xc; property float offset_z = 0x10; property bool has_texture = 0x2d; property float u = 0x14; property float v = 0x18; property bool has_color = 0x2c; property uint _color = 0x1c; property float sx = 0x24; property float sy = 0x28; property bool void_begin_end = 0x30; static-property Tesselator instance = 0x137538;