Namespaces

   
namespace Rendering.BlendEquation
namespace Rendering.BlendFunc
namespace Rendering.Comparison
namespace Rendering.TexUnitUsageParameter
namespace Rendering.VertexAttributeIds

Types

   
type Rendering.AlphaTestParameters
type Rendering.Attribute
type Rendering.BlendingParameters
type Rendering.BufferObject
type Rendering.ColorAttributeAccessor
type Rendering.ConnectivityAccessor
type Rendering.CullFaceParameters
type Rendering.FBO
type Rendering.FloatAttributeAccessor
type Rendering.ImageBindParameters
type Rendering.LightingParameters
type Rendering.MaterialParameters
type Rendering.Mesh
type Rendering.MeshBuilder
type Rendering.NormalAttributeAccessor
type Rendering.OcclusionQuery
type Rendering.PointParameters
type Rendering.PolygonModeParameters
type Rendering.PositionAttributeAccessor
type Rendering.RenderingContext
type Rendering.ScissorParameters
type Rendering.Shader
type Rendering.StatisticsQuery
type Rendering.StencilParameters
type Rendering.TexCoordAttributeAccessor
type Rendering.TextRenderer
type Rendering.Texture
type Rendering.TriangleAccessor
type Rendering.UIntAttributeAccessor
type Rendering.Uniform
type Rendering.VertexAccessor
type Rendering.VertexAttributeAccessor
type Rendering.VertexDescription

Attributes

   
Rendering.CULL_BACK  
Rendering.CULL_FRONT  
Rendering.CULL_FRONT_AND_BACK  
Rendering.SHADER_STAGE_COMPUTE  
Rendering.SHADER_STAGE_FRAGMENT  
Rendering.SHADER_STAGE_GEOMETRY  
Rendering.SHADER_STAGE_TESS_CONTROL  
Rendering.SHADER_STAGE_TESS_EVALUATION  
Rendering.SHADER_STAGE_VERTEX  
Rendering.TARGET_ARRAY_BUFFER  
Rendering.TARGET_ATOMIC_COUNTER_BUFFER  
Rendering.TARGET_COPY_READ_BUFFER  
Rendering.TARGET_COPY_WRITE_BUFFER  
Rendering.TARGET_DISPATCH_INDIRECT_BUFFER  
Rendering.TARGET_DRAW_INDIRECT_BUFFER  
Rendering.TARGET_ELEMENT_ARRAY_BUFFER  
Rendering.TARGET_PIXEL_PACK_BUFFER  
Rendering.TARGET_PIXEL_UNPACK_BUFFER  
Rendering.TARGET_QUERY_BUFFER  
Rendering.TARGET_SHADER_STORAGE_BUFFER  
Rendering.TARGET_TEXTURE_BUFFER  
Rendering.TARGET_TRANSFORM_FEEDBACK_BUFFER  
Rendering.TARGET_UNIFORM_BUFFER  
Rendering.USAGE_DYNAMIC_COPY  
Rendering.USAGE_DYNAMIC_DRAW  
Rendering.USAGE_DYNAMIC_READ  
Rendering.USAGE_STATIC_COPY  
Rendering.USAGE_STATIC_DRAW  
Rendering.USAGE_STATIC_READ  
Rendering.USAGE_STREAM_COPY  
Rendering.USAGE_STREAM_DRAW  
Rendering.USAGE_STREAM_READ  

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)