_constructor(p0) |
[ESMF] new Rendering.VertexAccessor( Mesh ) |
getAttributeLocation(p0) |
[ESMF] Number VertexAccessor.getAttributeLocation(String attribute) |
getColor4f(p0 [, p1]) |
[ESMF] Util.Color4f VertexAccessor.getColor4f(Number index, [String attribute | Number location]) |
getFloat(p0, p1) |
[ESMF] Number VertexAccessor.getFloat(Number index, String attribute | Number location) |
getFloats(p0, p1, p2) |
[ESMF] Number VertexAccessor.getFloats(Number index, String attribute | Number location, Number count) |
getNormal(p0 [, p1]) |
[ESMF] Geometry.Vec3 VertexAccessor.getNormal(Number index, [String attribute | Number location]) |
getPosition(p0 [, p1]) |
[ESMF] Geometry.Vec3 VertexAccessor.getPosition(Number index, [String attribute | Number location]) |
getTexCoord(p0 [, p1]) |
[ESMF] Geometry.Vec2 VertexAccessor.getTexCoord(Number index, [String attribute | Number location]) |
getUInt(p0, p1) |
[ESMF] Number VertexAccessor.getUInt(Number index, String attribute | Number location) |
getUInts(p0, p1, p2) |
[ESMF] Number VertexAccessor.getUInts(Number index, String attribute | Number location, Number count) |
getVec4(p0, p1) |
[ESMF] Geometry.Vec4 VertexAccessor.getVec4(Number index, String attribute | Number location) |
setColor(p0, p1 [, p2]) |
[ESMF] thisEObj VertexAccessor.setColor(Number index, Util.Color4f, [String attribute | Number location]) |
setFloat(p0, p1, p2) |
[ESMF] thisEObj VertexAccessor.setFloat(Number index, String attribute | Number location, Number value) |
setFloats(p0, p1, p2) |
[ESMF] thisEObj VertexAccessor.setFloats(Number index, String attribute, Array values) |
setNormal(p0, p1 [, p2]) |
[ESMF] thisEObj VertexAccessor.setNormal(Number index, Geometry.Vec3, [String attribute | Number location]) |
setPosition(p0, p1 [, p2]) |
[ESMF] thisEObj VertexAccessor.setPosition(Number index, Geometry.Vec3, [String attribute | Number location]) |
setTexCoord(p0, p1 [, p2]) |
[ESMF] thisEObj VertexAccessor.setTexCoord(Number index, Geometry.Vec2, [String attribute | Number location]) |
setUInt(p0, p1, p2) |
[ESMF] thisEObj VertexAccessor.setUInt(Number index, String attribute | Number location, Number value) |
setUInts(p0, p1, p2) |
[ESMF] thisEObj VertexAccessor.setUInts(Number index, String attribute, Array values) |
setVec4(p0, p1, p2) |
[ESMF] thisEObj VertexAccessor.setVec4(Number index, Geometry.Vec4, String attribute | Number location) |