Namespaces
namespace | Rendering.BlendEquation |
namespace | Rendering.BlendFunc |
namespace | Rendering.Comparison |
namespace | Rendering.TexUnitUsageParameter |
namespace | Rendering.VertexAttributeIds |
Types
Attributes
Functions
Rendering.checkGLError() | [ESF] Void Rendering.checkGLError() |
Rendering.clusterPoints(p0, p1) | [ESF] Void Rendering.clusterPoints(file,count) |
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.disable2DMode(p0) | [ESF] Void Rendering.disable2DMode(RenderingContext) |
Rendering.disableDebugOutput() | [ESF] Void Rendering.disableDebugOutput() |
Rendering.disableGLErrorChecking() | [ESF] Void Rendering.disableGLErrorChecking() |
Rendering.disableInstanceBuffer(p0, p1, p2, p3) | [ESF] void Rendering.disableInstanceBuffer(RenderingContext, BufferObject positions, location, elements) |
Rendering.drawAbsBox(p0, p1 [, p2]) | [ESF] void Rendering.drawAbsBox(RenderingContext, Box, [Color]) |
Rendering.drawBox(p0, p1 [, p2]) | [ESF] void Rendering.drawBox(RenderingContext, Box, [Color]) |
Rendering.drawCoordSys(p0 [, p1]) | [ESF] Void Rendering.drawCoordSys(RenderingContext, [Number scale]) |
Rendering.drawFullScreenRect(p0) | [ESF] void Rendering.drawFullScreenRect(RenderingContext) |
Rendering.drawGrid(p0 [, p1]) | [ESF] void Rendering.drawGrid(RenderingContext, [scale]) |
Rendering.drawInstances(p0, p1, p2, p3, p4) | [ESF] void Rendering.drawInstances(RenderingContext, Mesh, firstElement, elementCount, instanceCount)) |
Rendering.drawQuad(p0, p1, p2, p3, p4 [, p5]) | [ESF] void Rendering.drawQuad(RenderingContext, lower left, lower right, upper right, upper left, [color]) |
Rendering.drawRect(p0, p1 [, p2]) | [[ESF] void Rendering.drawRect(RenderingContext, Rec, [Color]) |
Rendering.drawTextureToScreen(p0, p1, p2, p3) | [ESF] void drawTextureToScreen(RenderingContext,screenRect,(Texture,textureRect) | (TextureArray,textureRectArray)) |
Rendering.drawVector(p0, p1, p2 [, p3]) | [ESF] void Rendering.drawVector(RenderingContext, Vec3 from, Vec3 to, [Color]) |
Rendering.drawWireframeBox(p0, p1 [, p2]) | [[ESF] void Rendering.drawWireframeBox(RenderingContext, Box, [Color]) |
Rendering.drawWireframeRect(p0, p1 [, p2]) | [[ESF] void Rendering.drawWireframeRect(RenderingContext, Rec, [Color]) |
Rendering.drawWireframeSphere(p0, p1 [, p2]) | [[ESF] void Rendering.drawWireframeSphere(RenderingContext, Sphere, [Color]) |
Rendering.enable2DMode(p0 [, p1]) | [ESF] Void Rendering.enable2DMode(RenderingContext [Geometry.Rect screenRect]) |
Rendering.enableDebugOutput() | [ESF] Void Rendering.enableDebugOutput() |
Rendering.enableGLErrorChecking() | [ESF] Void Rendering.enableGLErrorChecking() |
Rendering.enableInstanceBuffer(p0, p1, p2, p3) | [ESF] void Rendering.enableInstanceBuffer(RenderingContext, BufferObject positions, location, elements) |
Rendering.endCapture() | [ESF] void Rendering.endCapture() |
Rendering.getDebugStrategy() | MeshDataStrategy Rendering.getDebugStrategy() |
Rendering.getDefaultMeshDataStrategy() | MeshDataStrategy Rendering.getDefaultMeshDataStrategy() |
Rendering.getDynamicVertexStrategy() | MeshDataStrategy Rendering.getDynamicVertexStrategy() |
Rendering.getGLType(p0) | [ESF] Number Rendering.getGLType(TypeConstant) |
Rendering.getGLTypeString(p0) | [ESF] String Rendering.getGLTypeString(Number) |
Rendering.getPureLocalStrategy() | MeshDataStrategy Rendering.getPureLocalStrategy() |
Rendering.getStaticDrawPreserveLocalStrategy() | MeshDataStrategy Rendering.getStaticDrawPreserveLocalStrategy() |
Rendering.getStaticDrawReleaseLocalStrategy() | MeshDataStrategy Rendering.getStaticDrawReleaseLocalStrategy() |
Rendering.haveSameFormat(p0, p1) | [ESF] Bool haveSameFormat(Texture, Texture) |
Rendering.minDepthDistance(p0, p1, p2) | [ESF] Number minDepthDistance(RenderingContext, Texture, Texture); |
Rendering.outputGLInformation() | [ESF] Void Rendering.outputGLInformation() |
Rendering.popDebugGroup() | [ESF] void Rendering.popDebugGroup() |
Rendering.pushDebugGroup(p0) | [ESF] void Rendering.pushDebugGroup(String name) |
Rendering.readDepthValue(p0, p1) | [ESF] Number Rendering.readDepthValue(Number x, Number y) |
Rendering.saveTexture(p0, p1, p2) | [ESF] Bool saveTexture(RenderingContext,Texture tex, String fileName) |
Rendering.setDefaultMeshDataStrategy(p0) | [ESF] void Rendering.setDefaultMeshDataStrategy(MeshDataStrategy) |
Rendering.startCapture() | [ESF] void Rendering.startCapture() |
Rendering.triggerCapture() | [ESF] void Rendering.triggerCapture() |
Rendering.updateTextureFromScreen(p0, p1 [, p2 [, p3 [, p4]]]) | [ESF] void updateTextureFromScreen( RenderingContext,[Texture,textureRect,screenX=0,screenY=0] ) |
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) |