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] ) |