Namespaces

   
namespace Rendering.VertexAttributeIds

Types

   
type Rendering.Attribute
type Rendering.ColorAttributeAccessor
type Rendering.ConnectivityAccessor
type Rendering.FloatAttributeAccessor
type Rendering.Mesh
type Rendering.MeshBuilder
type Rendering.NormalAttributeAccessor
type Rendering.PositionAttributeAccessor
type Rendering.TexCoordAttributeAccessor
type Rendering.TriangleAccessor
type Rendering.UIntAttributeAccessor
type Rendering.VertexAccessor
type Rendering.VertexAttributeAccessor
type Rendering.VertexDescription

Functions

   
Rendering.getDebugStrategy() MeshDataStrategy Rendering.getDebugStrategy()
Rendering.getDefaultMeshDataStrategy() MeshDataStrategy Rendering.getDefaultMeshDataStrategy()
Rendering.getDynamicVertexStrategy() MeshDataStrategy Rendering.getDynamicVertexStrategy()
Rendering.getPureLocalStrategy() MeshDataStrategy Rendering.getPureLocalStrategy()
Rendering.getStaticDrawPreserveLocalStrategy() MeshDataStrategy Rendering.getStaticDrawPreserveLocalStrategy()
Rendering.getStaticDrawReleaseLocalStrategy() MeshDataStrategy Rendering.getStaticDrawReleaseLocalStrategy()
Rendering.setDefaultMeshDataStrategy(p0) [ESF] void Rendering.setDefaultMeshDataStrategy(MeshDataStrategy)

MeshBuilder

   
Rendering.createArrow(p0, p1, p2) [ESF] (static) Mesh Rendering.createArrow(VertexDescription, float radius, float length)
Rendering.createBox(p0, p1) [ESF] (static) Mesh Rendering.createBox(VertexDescription, Box)
Rendering.createCone(p0, p1, p2, p3) [ESF] (static) Mesh Rendering.createCone(VertexDescription, float radius, float height, uint8_t numSegments)
Rendering.createConicalFrustum(p0, p1, p2, p3, p4) [ESF] (static) Mesh Rendering.createConicalFrustum(VertexDescription, float radiusBottom, float radiusTop, float height, uint8_t numSegments)
Rendering.createCube([p0]) [ESF] (static) Mesh Rendering.createCube()
Rendering.createDiscSector(p0, p1, p2 [, p3]) [ESF] (static) Mesh Rendering.createDiscSector(VertexDescription, float radius, uint8_t numSegments, float angle)
Rendering.createDodecahedron([p0]) [ESF] (static) Mesh Rendering.createDodecahedron()
Rendering.createDome(p0 [, p1 [, p2 [, p3 [, p4 [, p5]]]]]) [ESF] (static) Mesh Rendering.createDome(VertexDescription, radius=100, int horiRes = 40, int vertRes = 40, double halfSphereFraction = 1.0, double imagePercentage = 1.0)
Rendering.createEdgeSubdivisionSphere(p0, p1) [ESF] (static) Mesh Rendering.createEdgeSubdivisionSphere(E_Mesh platonicSolid, Number subdivisions)
Rendering.createGrid(p0, p1, p2, p3, p4) [ESF] (static) Mesh Rendering.createGrid(VertexDescription, float width, float height, uint32_t rows, uint32_t columns)
Rendering.createHexGrid(p0, p1, p2, p3, p4) [ESF] (static) Mesh Rendering.createHexGrid(VertexDescription, float width, float height, uint32_t rows, uint32_t columns)
Rendering.createIcosahedron([p0]) [ESF] (static) Mesh Rendering.createIcosahedron()
Rendering.createLine(p0, p1, p2) [ESF] (static) Mesh Rendering.createLine(VertexDescription, float radius, float length)
Rendering.createMeshFromBitmaps(p0, p1 [, p2 [, p3]]) [ESF] (static) Mesh Rendering.createMeshFromBitmaps(VertexDescription, Util.PixelAccessor depth, [Util.PixelAccessor color, [Util.PixelAccessor normal]])
Rendering.createOctahedron([p0]) [ESF] (static) Mesh Rendering.createOctahedron()
Rendering.createRectangle(p0, p1 [, p2]) [ESF] (static) Mesh Rendering.createRectangle(VertexDescription, Rect | [width,height])
Rendering.createRingSector(p0, p1, p2, p3 [, p4]) [ESF] (static) Mesh Rendering.createRingSector(VertexDescription, float innerRadius, float outerRadius, uint8_t numSegments, float angle)
Rendering.createSphere(p0, p1, p2, p3) [ESF] (static) Mesh Rendering.createSphere(VertexDescription, Sphere, inclinationSegments, azimuthSegments)
Rendering.createTetrahedron([p0]) [ESF] (static) Mesh Rendering.createTetrahedron()
Rendering.createTorus(p0, p1, p2, p3, p4) [ESF] (static) Mesh Rendering.createTorus(VertexDescription, float innerRadius, float outerRadius, uint32_t majorSegments, uint32_t minorSegments)
Rendering.createVoxelMesh(p0, p1, p2) [ESF] (static) Mesh Rendering.createVoxelMesh(VertexDescription, Util.PixelAccessor voxelBitmap, Number depth)
Rendering.createWireBox(p0, p1) [ESF] (static) Mesh Rendering.createWireBox(VertexDescription, Box)
Rendering.createWireCircle(p0, p1, p2) [ESF] (static) Mesh Rendering.createWireCircle(VertexDescription, float radius, uint8_t numSegments)
Rendering.createWireFrustum(p0, p1) [ESF] (static) Mesh Rendering.createWireFrustum(VertexDescription, Frustum)
Rendering.createWireRectangle(p0, p1 [, p2]) [ESF] (static) Mesh Rendering.createWireRectangle(VertexDescription, Rect | [width,height])
Rendering.createWireSphere(p0, p1, p2) [ESF] (static) Mesh Rendering.createWireSphere(VertexDescription, Sphere, segments)

MeshUtils

   
Rendering._transformMeshCoordinates(p0, p1, p2) ***temporary***
[ESF] void Rendering._transformMeshCoordinates(Mesh, String VertexAttrName, Matrix) */
Rendering.applyDisplacementMap(p0, p1 [, p2 [, p3]]) [ESF] void Rendering.applyDisplacementMap(Mesh,PixelAccessor,Number scale,Bool clampToEdge)
Rendering.applyNoise(p0 [, p1 [, p2 [, p3]]]) [ESF] void Rendering.applyNoise(Mesh,Number noiseScale, Matrix4x4 transform,Number seed)
Rendering.calculateBoundingSphere(p0 [, p1]) [ESF] Sphere Rendering.calculateBoundingSphere(Mesh)
[ESF] Sphere Rendering.calculateBoundingSphere(Array of Meshes [,Array of Transformation Matrixes])
Rendering.calculateHash(p0) [ESF] Number Rendering.calculateHash(Mesh)
Rendering.calculateNormals(p0) [ESF] void Rendering.calculateNormals(Mesh)
Rendering.calculateTangentVectors(p0 [, p1 [, p2]]) [ESF] void Rendering.calculateTangentVectors(Mesh mesh, [String uvName, [String tangentVecName]])
Rendering.calculateTextureCoordinates_projection(p0, p1 [, p2]) [ESF] void Rendering.calculateTextureCoordinates_projection(Mesh mesh, Matrix4x4 projection, [String uvName])
Rendering.combineMeshes(p0 [, p1]) [ESF] Mesh Rendering.combineMeshes(Array of Meshes)
[ESF] Mesh Rendering.combineMeshes(Array of Meshes [,Array of Transformation Matrixes])
Rendering.compareMeshes(p0, p1) [ESF] Bool Rendering.compareMeshes(Mesh, Mesh)
Rendering.computeSurfaceArea(p0) [ESF] Number Rendering.computeSurfaceArea(Mesh)
Rendering.convertVertices(p0, p1) [ESF] Void Rendering.convertVertices(Mesh, VertexDescription)
Rendering.copyVertexAttribute(p0, p1, p2) [ESF] void Rendering.copyVertexAttribute(mesh, String AttrNameFrom, String AttrNameTo)
Rendering.copyVertices(p0, p1, p2, p3, p4) [ESF] void Rendering.copyVertices(Mesh source, Mesh target, Number sourceOffset, Number targetOffset, Number count)
Rendering.createMeshByMarchingCubesFromTiledImage(p0, p1, p2, p3) [ESF] Mesh Rendering.createMeshByMarchingCubesFromTiledImage(Util.PixelAccessor values,Number sizeX,Number sizeY,Number sizeZ)
Rendering.createMeshByQuadTree(p0 [, p1 [, p2 [, p3 [, p4]]]]) [ESF] Mesh Rendering.createMeshByQuadTree(Util.PixelAccessor depthTexture[, Util.PixelAccessor colorTexture[, Util.PixelAccessor normalTexture[, Util.PixelAccessor stencilTexture[,disruption=0.0075f]]]])
Rendering.cutMesh(p0, p1, p2 [, p3 [, p4]]) [ESF] void Rendering.cutMesh(Mesh, Vec3, Vec3, [Array], [Number])
Rendering.eliminateDuplicateVertices(p0) [ESF] void Rendering.eliminateDuplicateVertices(Mesh)
Rendering.eliminateLongTriangles(p0, p1) [ESF] void Rendering.eliminateLongTriangles(Mesh,ratio)
Rendering.eliminateTrianglesBehindPlane(p0, p1, p2) [ESF] void Rendering.eliminateTrianglesBehindPlane(Mesh, Vec3, Vec3)
Rendering.eliminateUnusedVertices(p0) [ESF] void Rendering.eliminateUnusedVertices(Mesh)
Rendering.eliminateZeroAreaTriangles(p0) [ESF] void Rendering.eliminateZeroAreaTriangles(Mesh)
Rendering.extractPointsFromMesh(p0, p1, p2) [ESF] [Mesh|Void] Rendering.extractPointsFromMesh(Mesh, First Point, Number of Points)
Rendering.extrudeTriangles(p0, p1, p2) [ESF] void Rendering.extrudeTriangles(Mesh, Vec3, Array)
Rendering.flattenMesh(p0, p1, p2, p3) [ESF] void Rendering.flattenMesh(Mesh,Vec3 pos,Number radius,Number falloff)
Rendering.getFirstTriangleIntersectingRay(p0, p1) [ESF] Number Rendering.getFirstTriangleIntersectingRay(Mesh, Ray)
Rendering.getLongestSideLength(p0) [EMSF] float Rendering.getLongestSideLength(Mesh)
Rendering.loadMesh(p0) [ESF] Mesh loadMesh(String)
Rendering.mergeCloseVertices(p0 [, p1]) [ESF] void Rendering.eliminateDuplicateVertices(Mesh,[Number])
Rendering.optimizeIndices(p0 [, p1]) [ESF] Void Rendering.optimizeIndices(Mesh)
Rendering.removeSkinsWithHoleCovering(p0, p1, p2) [ESF] void Rendering.removeSkinsWithHoleCovering(Mesh, Number, Number)
Rendering.reverseMeshWinding(p0) [ESF] void Rendering.reverseMeshWinding(Mesh)
Rendering.saveMesh(p0, p1) [ESF] void saveMesh(Mesh *, string s)
Rendering.setColor(p0, p1) [ESF] void Rendering.setColor(Mesh, Color)
Rendering.setMaterial(p0, p1, p2, p3, p4) [ESF] void Rendering.setMaterial(Mesh, Color ambient, Color diffuse, Color specular, Number shininess)
Rendering.shrinkMesh(p0 [, p1]) [ESF] Void Rendering.shrinkMesh(Mesh, [bool])
Rendering.simplifyMesh(p0, p1, p2, p3, p4, p5) [ESF] void Rendering.simplifyMesh(Mesh,numberOfPolygons)
Rendering.splitIntoConnectedComponents(p0 [, p1]) [ESF] [Array|Void] Rendering.splitIntoConnectedComponents(Mesh, [Number])
Rendering.splitLargeTriangles(p0, p1) [ESF] void Rendering.splitLargeTriangles(Mesh,size)
Rendering.splitPointMeshIntoSmallerMeshes(p0, p1) [ESF] [Array|Void] Rendering.splitPointMeshIntoSmallerMeshes(Mesh, Points per Submesh)
Rendering.transformMesh(p0, p1) [ESF] void Rendering.transformMesh(Mesh, Matrix)