| Rendering.compareTextures(p0, p1) | [ESF] Bool compareTextures(Texture, Texture) | 
    
      | Rendering.createBitmapFromTexture(p0, p1) | [ESF] E_Bitmap createBitmapFromTexture(RenderingContext,E_Texture) | 
    
      | Rendering.createChessTexture(p0, p1, p2) | [ESF] Texture createChessTexture(width,height,fieldSize_powOfTwo) | 
    
      | Rendering.createColorPixelAccessor(p0, p1) | [ESF] PixelAccessor|Void createColorPixelAccessor(RenderingContext, Texture) | 
    
      | Rendering.createColorTexture(p0, p1, p2, p3, p4, p5, p6 [, p7]) | [ESF] Texture createColorTexture(TextureType, Number width, Number height, Number numLayers, Util:TypeConstant, Number numComponents, Bool filtering, Bool clampToEdge) | 
    
      | Rendering.createDataTexture(p0, p1, p2, p3, p4, p5) | [ESF] Texture createDataTexture(TextureType, Number width, Number height, Number numLayers, Util:TypeConstant, Number numComponents) | 
    
      | Rendering.createDepthPixelAccessor(p0, p1) | [ESF] PixelAccessor|Void createDepthPixelAccessor(RenderingContext, Texture) | 
    
      | Rendering.createDepthTexture(p0, p1 [, p2]) | [ESF] Texture createDepthTexture(Number width, Number height, [Number layers]) | 
    
      | Rendering.createHDRCubeTexture(p0, p1) | [ESF] Texture createHDRCubeTexture(Number size,alpha) | 
    
      | Rendering.createHDRDepthTexture(p0, p1 [, p2]) | [ESF] Texture createHDRDepthTexture(Number width, Number height, [Number layers]) | 
    
      | Rendering.createHDRTexture(p0, p1, p2) | [ESF] Texture createHDRTexture(width,height,alpha) | 
    
      | Rendering.createMultisampleDepthTexture(p0, p1 [, p2]) | [ESF] Texture createMultisampleDepthTexture(Number width, Number height, [Number samples]) | 
    
      | Rendering.createMultisampleTexture(p0, p1, p2 [, p3]) | [ESF] Texture createStdTexture(width,height,alpha,[Number samples]) | 
    
      | Rendering.createNoiseTexture(p0, p1, p2 [, p3]) | [ESF] Texture createNoiseTexture(width,height,alpha[,scaling=1.0]) | 
    
      | Rendering.createRedTexture(p0, p1) | [ESF] Texture createRedTexture(width,height) | 
    
      | Rendering.createStdCubeTexture(p0, p1) | [ESF] Texture createStdCubeTexture(Number size,alpha) | 
    
      | Rendering.createStdTexture(p0, p1, p2) | [ESF] Texture createStdTexture(width,height,alpha) | 
    
      | Rendering.createStencilPixelAccessor(p0, p1) | [ESF] PixelAccessor|Void createStencilPixelAccessor(RenderingContext, Texture) | 
    
      | Rendering.createTextureFromBitmap(p0 [, p1 [, p2 [, p3]]]) | [ESF] Texture createTextureFromBitmap(Util.Bitmap[,bool clampToEdges=false]]) | 
    
      | Rendering.createTextureFromFile(p0 [, p1 [, p2]]) | [ESF] Texture createTextureFromFile(String fileName, [Texture::TextureTyp, int layerNum]) | 
    
      | Rendering.createTextureFromScreen([p0 [, p1]]) | [ESF] Texture createTextureFromScreen( Rect screenRect,bool alpha=true] |  [bool alpha=true]) | 
    
      | Rendering.drawTextureToScreen(p0, p1, p2, p3) | [ESF] void drawTextureToScreen(RenderingContext,screenRect,(Texture,textureRect) | (TextureArray,textureRectArray)) | 
    
      | Rendering.haveSameFormat(p0, p1) | [ESF] Bool haveSameFormat(Texture, Texture) | 
    
      | Rendering.minDepthDistance(p0, p1, p2) | [ESF] Number minDepthDistance(RenderingContext, Texture, Texture); | 
    
      | Rendering.saveTexture(p0, p1, p2) | [ESF] Bool saveTexture(RenderingContext,Texture tex, String fileName) | 
    
      | Rendering.updateTextureFromScreen(p0, p1 [, p2 [, p3 [, p4]]]) | [ESF] void updateTextureFromScreen( RenderingContext,[Texture,textureRect,screenX=0,screenY=0] ) |