| _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) |