chronosgl library

Classes

AnimatedSkeleton
represents a Skeleton ready to be used for skinning.
Bone
the basic unit of a skeleton. Bones form a tree structure and have a parent bone.
BoneAnimation
represents Key frame animation data for a single bone in a skeleton.
BoneVisualizer
ChronosGL
Prepares a canvas for 3d rendering. Contains wrapper for all the WebGL2 bindings
CubeTexture
DirectionalLight
Conceptually a directional light is emanating from a infinitely large source at infinite distance.
DrawStats
Helper class for holding info produced by RenderProgram::Draw().
Edge3
Face1
Face2
Face3
Face4
Framebuffer
FramebufferFormat
GeometryBuilder
Helper for Shader independent Mesh creation. Supports Faces with 3 and 4 Nodes or point clouds. Use GeometryBuilderToMeshData() to create the Mesh for a specific Shader.
Illumination
represents a collection of Lights.
ImageTexture
Keyboard
HTML keyboard handling
Light
represents a light source with helpers for light and shadow computation. Light is NOT a UniformGroup. But several Lights can be added to an Illumination object which is a *UnformGroup.
Material
is a light weight container for uniforms related to the appearance of a mesh. At most one Material can be passed to the RenderProgram::Draw() call because it controls the depth, stencil, and blending behavior
MeshData
represent the raw data for mesh. Internally this is wrapper around a Vertex Array Object (VAO). MeshData objects can be populated directly but often they will derived from GeometryBuilder objects. The other common way to create a MeshData object is via RenderProgram.MakeMeshData(). Note, MeshData is always associated with a specific RenderProgram but it is possible to assert compatibility with multiple RenderPrograms.
MidiInput
Mouse
HTML mouse handling
NamedEntity
is inherited by almost all other classes in ChronosGL. It mostly exists to help with debugging by giving names to objects. It also provides a simple mechanism for en-/dis-abling objects, though what it means to be disabled will differ from class to class.
Node
represents a hierarchy of objects that well be rendered by rendered RenderProgram. Typically that hierarchy is a tree but DAGs are supported. Only leaf Nodes will cause draw calls by providing MeshData and Material. Non leaf Nodes are just containers for other Nodes Each Node is a Spatial so it be re-oriented with respect to its parent
OrbitCamera
Interactive Camera focused on a specific point.
Orthographic
provides an Orthographic Perspective Matrix
Perspective
provides the Input for perspective projection, i.e. the uPerspectiveViewMatrix Uniform which also requires a Camera for view matrix.
PerspectiveResizeAware
PointLight
light is emanating from a single point in all directions
RenderPhase
represents a sequence of Scenes.
RenderPhaseResizeAware
A RenderPhase which automatically updates perspective and viewport when the window size is changed. This assumes that the canvas is always "full screen".
RenderProgram
represents program (Fragment + Vertex Shader) running on the GPU with an API to invoke it.
Scene
represents a simple scene graph. Each scene is rendered by multiple invocation of a single RenderProgram and contains additional UniformGroups to be passed to that program at draw time.
ShaderObject
ShaderVarDesc
ShadowMap
SkeletalAnimation
represents Key frame animation data for an entire skeleton.
Spatial
is a base class for object that need to be transformed, e.g. moved, scaled, rotated. It is also used as a Camera abstraction.
SpotLight
a cone of directional light is emanating from a point
Stats
StatsFps
Texture
is the base class for all textures
TextureProperties
properties like clamping and mip-mapping.
TheBlendEquation
TheStencilFunction
TheStencilOp
TypedTexture
TypedTextureMutable
UniformGroup
is an abstraction for a set of uniforms
UnknownEntity
Utils

Constants

aBinormal → const String
aBitangent → const String
aBoneIndex → const String
aBoneWeight → const String
aCenter → const String
aColor → const String
aColorAlpha → const String
aNormal → const String
aPointSize → const String
aPosition → const String
aTangent → const String
aTexUV → const String
cBlendEquation → const String
cColorWrite → const String
cDepthFunc → const String
cDepthTest → const String
cDepthWrite → const String
cDrawMode → const String
cNumInstances → const String
cNumItems → const String
cStencilFunc → const String
cStencilOp → const String
cStencilWrite → const String
GL_ACTIVE_ATTRIBUTES → const int
GL_ACTIVE_TEXTURE → const int
GL_ACTIVE_UNIFORM_BLOCKS → const int
GL_ACTIVE_UNIFORMS → const int
GL_ALIASED_LINE_WIDTH_RANGE → const int
GL_ALIASED_POINT_SIZE_RANGE → const int
GL_ALPHA → const int
GL_ALPHA_BITS → const int
GL_ALWAYS → const int
GL_ANY_SAMPLES_PASSED → const int
GL_ANY_SAMPLES_PASSED_CONSERVATIVE → const int
GL_ARRAY_BUFFER → const int
GL_ARRAY_BUFFER_BINDING → const int
GL_ATTACHED_SHADERS → const int
GL_BACK → const int
GL_BLEND → const int
GL_BLEND_COLOR → const int
GL_BLEND_DST_ALPHA → const int
GL_BLEND_DST_RGB → const int
GL_BLEND_EQUATION → const int
GL_BLEND_EQUATION_ALPHA → const int
GL_BLEND_EQUATION_RGB → const int
GL_BLEND_SRC_ALPHA → const int
GL_BLEND_SRC_RGB → const int
GL_BLUE_BITS → const int
GL_BOOL → const int
GL_BOOL_VEC2 → const int
GL_BOOL_VEC3 → const int
GL_BOOL_VEC4 → const int
GL_BROWSER_DEFAULT_WEBGL → const int
GL_BUFFER_SIZE → const int
GL_BUFFER_USAGE → const int
GL_BYTE → const int
GL_CCW → const int
GL_CLAMP_TO_EDGE → const int
GL_CLEAR_ALL → const int
GL_COLOR → const int
GL_COLOR_ATTACHMENT0 → const int
GL_COLOR_ATTACHMENT1 → const int
GL_COLOR_ATTACHMENT10 → const int
GL_COLOR_ATTACHMENT11 → const int
GL_COLOR_ATTACHMENT12 → const int
GL_COLOR_ATTACHMENT13 → const int
GL_COLOR_ATTACHMENT14 → const int
GL_COLOR_ATTACHMENT15 → const int
GL_COLOR_ATTACHMENT2 → const int
GL_COLOR_ATTACHMENT3 → const int
GL_COLOR_ATTACHMENT4 → const int
GL_COLOR_ATTACHMENT5 → const int
GL_COLOR_ATTACHMENT6 → const int
GL_COLOR_ATTACHMENT7 → const int
GL_COLOR_ATTACHMENT8 → const int
GL_COLOR_ATTACHMENT9 → const int
GL_COLOR_BUFFER_BIT → const int
GL_COLOR_CLEAR_VALUE → const int
GL_COLOR_WRITEMASK → const int
GL_COMPARE_REF_TO_TEXTURE → const int
GL_COMPILE_STATUS → const int
GL_CONDITION_SATISFIED → const int
GL_CONSTANT_ALPHA → const int
GL_CONSTANT_COLOR → const int
GL_CONTEXT_LOST_WEBGL → const int
GL_COPY_READ_BUFFER → const int
GL_COPY_READ_BUFFER_BINDING → const int
GL_COPY_WRITE_BUFFER → const int
GL_COPY_WRITE_BUFFER_BINDING → const int
GL_CULL_FACE → const int
GL_CULL_FACE_MODE → const int
GL_CURRENT_PROGRAM → const int
GL_CURRENT_QUERY → const int
GL_CURRENT_VERTEX_ATTRIB → const int
GL_CW → const int
GL_DECR → const int
GL_DECR_WRAP → const int
GL_DELETE_STATUS → const int
GL_DEPTH → const int
GL_DEPTH24_STENCIL8 → const int
GL_DEPTH32F_STENCIL8 → const int
GL_DEPTH_ATTACHMENT → const int
GL_DEPTH_BITS → const int
GL_DEPTH_BUFFER_BIT → const int
GL_DEPTH_CLEAR_VALUE → const int
GL_DEPTH_COMPONENT → const int
GL_DEPTH_COMPONENT16 → const int
GL_DEPTH_COMPONENT24 → const int
GL_DEPTH_COMPONENT32F → const int
GL_DEPTH_FUNC → const int
GL_DEPTH_RANGE → const int
GL_DEPTH_STENCIL → const int
GL_DEPTH_STENCIL_ATTACHMENT → const int
GL_DEPTH_TEST → const int
GL_DEPTH_WRITEMASK → const int
GL_DITHER → const int
GL_DRAW_BUFFER0 → const int
GL_DRAW_BUFFER1 → const int
GL_DRAW_BUFFER10 → const int
GL_DRAW_BUFFER11 → const int
GL_DRAW_BUFFER12 → const int
GL_DRAW_BUFFER13 → const int
GL_DRAW_BUFFER14 → const int
GL_DRAW_BUFFER15 → const int
GL_DRAW_BUFFER2 → const int
GL_DRAW_BUFFER3 → const int
GL_DRAW_BUFFER4 → const int
GL_DRAW_BUFFER5 → const int
GL_DRAW_BUFFER6 → const int
GL_DRAW_BUFFER7 → const int
GL_DRAW_BUFFER8 → const int
GL_DRAW_BUFFER9 → const int
GL_DRAW_FRAMEBUFFER → const int
GL_DRAW_FRAMEBUFFER_BINDING → const int
GL_DST_ALPHA → const int
GL_DST_COLOR → const int
GL_DYNAMIC_COPY → const int
GL_DYNAMIC_DRAW → const int
GL_DYNAMIC_READ → const int
GL_ELEMENT_ARRAY_BUFFER → const int
GL_ELEMENT_ARRAY_BUFFER_BINDING → const int
GL_EQUAL → const int
GL_FASTEST → const int
GL_FLOAT → const int
GL_FLOAT_32_UNSIGNED_INT_24_8_REV → const int
GL_FLOAT_MAT2 → const int
GL_FLOAT_MAT2x3 → const int
GL_FLOAT_MAT2x4 → const int
GL_FLOAT_MAT3 → const int
GL_FLOAT_MAT3x2 → const int
GL_FLOAT_MAT3x4 → const int
GL_FLOAT_MAT4 → const int
GL_FLOAT_MAT4x2 → const int
GL_FLOAT_MAT4x3 → const int
GL_FLOAT_VEC2 → const int
GL_FLOAT_VEC3 → const int
GL_FLOAT_VEC4 → const int
GL_FRAGMENT_SHADER → const int
GL_FRAGMENT_SHADER_DERIVATIVE_HINT → const int
GL_FRAMEBUFFER → const int
GL_FRAMEBUFFER_ATTACHMENT_ALPHA_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_BLUE_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_COLOR_ENCODING → const int
GL_FRAMEBUFFER_ATTACHMENT_COMPONENT_TYPE → const int
GL_FRAMEBUFFER_ATTACHMENT_DEPTH_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_GREEN_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_NAME → const int
GL_FRAMEBUFFER_ATTACHMENT_OBJECT_TYPE → const int
GL_FRAMEBUFFER_ATTACHMENT_RED_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_STENCIL_SIZE → const int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_CUBE_MAP_FACE → const int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LAYER → const int
GL_FRAMEBUFFER_ATTACHMENT_TEXTURE_LEVEL → const int
GL_FRAMEBUFFER_BINDING → const int
GL_FRAMEBUFFER_COMPLETE → const int
GL_FRAMEBUFFER_DEFAULT → const int
GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT → const int
GL_FRAMEBUFFER_INCOMPLETE_DIMENSIONS → const int
GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT → const int
GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE → const int
GL_FRAMEBUFFER_UNSUPPORTED → const int
GL_FRONT → const int
GL_FRONT_AND_BACK → const int
GL_FRONT_FACE → const int
GL_FUNC_ADD → const int
GL_FUNC_REVERSE_SUBTRACT → const int
GL_FUNC_SUBTRACT → const int
GL_GEQUAL → const int
GL_GREATER → const int
GL_GREEN_BITS → const int
GL_HALF_FLOAT → const int
GL_HIGH_FLOAT → const int
GL_HIGH_INT → const int
GL_IMPLEMENTATION_COLOR_READ_FORMAT → const int
GL_IMPLEMENTATION_COLOR_READ_TYPE → const int
GL_INCR → const int
GL_INCR_WRAP → const int
GL_INT → const int
GL_INT_2_10_10_10_REV → const int
GL_INT_SAMPLER_2D → const int
GL_INT_SAMPLER_2D_ARRAY → const int
GL_INT_SAMPLER_3D → const int
GL_INT_SAMPLER_CUBE → const int
GL_INT_VEC2 → const int
GL_INT_VEC3 → const int
GL_INT_VEC4 → const int
GL_INTERLEAVED_ATTRIBS → const int
GL_INVALID_ENUM → const int
GL_INVALID_FRAMEBUFFER_OPERATION → const int
GL_INVALID_INDEX → const int
GL_INVALID_OPERATION → const int
GL_INVALID_VALUE → const int
GL_INVERT → const int
GL_KEEP → const int
GL_LEQUAL → const int
GL_LESS → const int
GL_LINE_LOOP → const int
GL_LINE_STRIP → const int
GL_LINE_WIDTH → const int
GL_LINEAR → const int
GL_LINEAR_MIPMAP_LINEAR → const int
GL_LINEAR_MIPMAP_NEAREST → const int
GL_LINES → const int
GL_LOW_FLOAT → const int
GL_LOW_INT → const int
GL_LUMINANCE → const int
GL_LUMINANCE_ALPHA → const int
GL_MAX → const int
GL_MAX_3D_TEXTURE_SIZE → const int
GL_MAX_ARRAY_TEXTURE_LAYERS → const int
GL_MAX_COLOR_ATTACHMENTS → const int
GL_MAX_COMBINED_FRAGMENT_UNIFORM_COMPONENTS → const int
GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS → const int
GL_MAX_COMBINED_UNIFORM_BLOCKS → const int
GL_MAX_COMBINED_VERTEX_UNIFORM_COMPONENTS → const int
GL_MAX_CUBE_MAP_TEXTURE_SIZE → const int
GL_MAX_DRAW_BUFFERS → const int
GL_MAX_ELEMENT_INDEX → const int
GL_MAX_ELEMENTS_INDICES → const int
GL_MAX_ELEMENTS_VERTICES → const int
GL_MAX_FRAGMENT_INPUT_COMPONENTS → const int
GL_MAX_FRAGMENT_UNIFORM_BLOCKS → const int
GL_MAX_FRAGMENT_UNIFORM_COMPONENTS → const int
GL_MAX_FRAGMENT_UNIFORM_VECTORS → const int
GL_MAX_PROGRAM_TEXEL_OFFSET → const int
GL_MAX_RENDERBUFFER_SIZE → const int
GL_MAX_SAMPLES → const int
GL_MAX_SERVER_WAIT_TIMEOUT → const int
GL_MAX_TEXTURE_IMAGE_UNITS → const int
GL_MAX_TEXTURE_LOD_BIAS → const int
GL_MAX_TEXTURE_SIZE → const int
GL_MAX_TRANSFORM_FEEDBACK_INTERLEAVED_COMPONENTS → const int
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_ATTRIBS → const int
GL_MAX_TRANSFORM_FEEDBACK_SEPARATE_COMPONENTS → const int
GL_MAX_UNIFORM_BLOCK_SIZE → const int
GL_MAX_UNIFORM_BUFFER_BINDINGS → const int
GL_MAX_VARYING_COMPONENTS → const int
GL_MAX_VARYING_VECTORS → const int
GL_MAX_VERTEX_ATTRIBS → const int
GL_MAX_VERTEX_OUTPUT_COMPONENTS → const int
GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS → const int
GL_MAX_VERTEX_UNIFORM_BLOCKS → const int
GL_MAX_VERTEX_UNIFORM_COMPONENTS → const int
GL_MAX_VERTEX_UNIFORM_VECTORS → const int
GL_MAX_VIEWPORT_DIMS → const int
GL_MEDIUM_FLOAT → const int
GL_MEDIUM_INT → const int
GL_MIN → const int
GL_MIN_PROGRAM_TEXEL_OFFSET → const int
GL_MIRRORED_REPEAT → const int
GL_NEAREST → const int
GL_NEAREST_MIPMAP_LINEAR → const int
GL_NEAREST_MIPMAP_NEAREST → const int
GL_NEVER → const int
GL_NICEST → const int
GL_NO_ERROR → const int
GL_NONE → const int
GL_NOTEQUAL → const int
GL_OBJECT_TYPE → const int
GL_ONE → const int
GL_ONE_MINUS_CONSTANT_ALPHA → const int
GL_ONE_MINUS_CONSTANT_COLOR → const int
GL_ONE_MINUS_DST_ALPHA → const int
GL_ONE_MINUS_DST_COLOR → const int
GL_ONE_MINUS_SRC_ALPHA → const int
GL_ONE_MINUS_SRC_COLOR → const int
GL_OUT_OF_MEMORY → const int
GL_PACK_ALIGNMENT → const int
GL_PACK_ROW_LENGTH → const int
GL_PACK_SKIP_PIXELS → const int
GL_PACK_SKIP_ROWS → const int
GL_PIXEL_PACK_BUFFER → const int
GL_PIXEL_PACK_BUFFER_BINDING → const int
GL_PIXEL_UNPACK_BUFFER → const int
GL_PIXEL_UNPACK_BUFFER_BINDING → const int
GL_POINTS → const int
GL_POLYGON_OFFSET_FACTOR → const int
GL_POLYGON_OFFSET_FILL → const int
GL_POLYGON_OFFSET_UNITS → const int
GL_QUERY_RESULT → const int
GL_QUERY_RESULT_AVAILABLE → const int
GL_R11F_G11F_B10F → const int
GL_R16F → const int
GL_R16I → const int
GL_R16UI → const int
GL_R32F → const int
GL_R32I → const int
GL_R32UI → const int
GL_R8 → const int
GL_R8_SNORM → const int
GL_R8I → const int
GL_R8UI → const int
GL_RASTERIZER_DISCARD → const int
GL_READ_BUFFER → const int
GL_READ_FRAMEBUFFER → const int
GL_READ_FRAMEBUFFER_BINDING → const int
GL_RED → const int
GL_RED_BITS → const int
GL_RED_INTEGER → const int
GL_RENDERBUFFER → const int
GL_RENDERBUFFER_ALPHA_SIZE → const int
GL_RENDERBUFFER_BINDING → const int
GL_RENDERBUFFER_BLUE_SIZE → const int
GL_RENDERBUFFER_DEPTH_SIZE → const int
GL_RENDERBUFFER_GREEN_SIZE → const int
GL_RENDERBUFFER_HEIGHT → const int
GL_RENDERBUFFER_INTERNAL_FORMAT → const int
GL_RENDERBUFFER_RED_SIZE → const int
GL_RENDERBUFFER_SAMPLES → const int
GL_RENDERBUFFER_STENCIL_SIZE → const int
GL_RENDERBUFFER_WIDTH → const int
GL_RENDERER → const int
GL_REPEAT → const int
GL_REPLACE → const int
GL_RG → const int
GL_RG16F → const int
GL_RG16I → const int
GL_RG16UI → const int
GL_RG32F → const int
GL_RG32I → const int
GL_RG32UI → const int
GL_RG8 → const int
GL_RG8_SNORM → const int
GL_RG8I → const int
GL_RG8UI → const int
GL_RG_INTEGER → const int
GL_RGB → const int
GL_RGB10_A2 → const int
GL_RGB10_A2UI → const int
GL_RGB16F → const int
GL_RGB16I → const int
GL_RGB16UI → const int
GL_RGB32F → const int
GL_RGB32I → const int
GL_RGB32UI → const int
GL_RGB565 → const int
GL_RGB5_A1 → const int
GL_RGB8 → const int
GL_RGB8_SNORM → const int
GL_RGB8I → const int
GL_RGB8UI → const int
GL_RGB9_E5 → const int
GL_RGB_INTEGER → const int
GL_RGBA → const int
GL_RGBA16F → const int
GL_RGBA16I → const int
GL_RGBA16UI → const int
GL_RGBA32F → const int
GL_RGBA32I → const int
GL_RGBA32UI → const int
GL_RGBA4 → const int
GL_RGBA8 → const int
GL_RGBA8_SNORM → const int
GL_RGBA8I → const int
GL_RGBA8UI → const int
GL_RGBA_INTEGER → const int
GL_SAMPLE_ALPHA_TO_COVERAGE → const int
GL_SAMPLE_BUFFERS → const int
GL_SAMPLE_COVERAGE → const int
GL_SAMPLE_COVERAGE_INVERT → const int
GL_SAMPLE_COVERAGE_VALUE → const int
GL_SAMPLER_2D → const int
GL_SAMPLER_2D_ARRAY → const int
GL_SAMPLER_2D_ARRAY_SHADOW → const int
GL_SAMPLER_2D_SHADOW → const int
GL_SAMPLER_3D → const int
GL_SAMPLER_BINDING → const int
GL_SAMPLER_CUBE → const int
GL_SAMPLER_CUBE_SHADOW → const int
GL_SAMPLES → const int
GL_SCISSOR_BOX → const int
GL_SCISSOR_TEST → const int
GL_SEPARATE_ATTRIBS → const int
GL_SHADER_TYPE → const int
GL_SHADING_LANGUAGE_VERSION → const int
GL_SHORT → const int
GL_SIGNALED → const int
GL_SIGNED_NORMALIZED → const int
GL_SRC_ALPHA → const int
GL_SRC_ALPHA_SATURATE → const int
GL_SRC_COLOR → const int
GL_SRGB → const int
GL_SRGB8 → const int
GL_SRGB8_ALPHA8 → const int
GL_STATIC_COPY → const int
GL_STATIC_DRAW → const int
GL_STATIC_READ → const int
GL_STENCIL → const int
GL_STENCIL_ATTACHMENT → const int
GL_STENCIL_BACK_FAIL → const int
GL_STENCIL_BACK_FUNC → const int
GL_STENCIL_BACK_PASS_DEPTH_FAIL → const int
GL_STENCIL_BACK_PASS_DEPTH_PASS → const int
GL_STENCIL_BACK_REF → const int
GL_STENCIL_BACK_VALUE_MASK → const int
GL_STENCIL_BACK_WRITEMASK → const int
GL_STENCIL_BITS → const int
GL_STENCIL_BUFFER_BIT → const int
GL_STENCIL_CLEAR_VALUE → const int
GL_STENCIL_FAIL → const int
GL_STENCIL_FUNC → const int
GL_STENCIL_INDEX → const int
GL_STENCIL_INDEX8 → const int
GL_STENCIL_PASS_DEPTH_FAIL → const int
GL_STENCIL_PASS_DEPTH_PASS → const int
GL_STENCIL_REF → const int
GL_STENCIL_TEST → const int
GL_STENCIL_VALUE_MASK → const int
GL_STENCIL_WRITEMASK → const int
GL_STREAM_COPY → const int
GL_STREAM_DRAW → const int
GL_STREAM_READ → const int
GL_SUBPIXEL_BITS → const int
GL_SYNC_CONDITION → const int
GL_SYNC_FENCE → const int
GL_SYNC_FLAGS → const int
GL_SYNC_FLUSH_COMMANDS_BIT → const int
GL_SYNC_GPU_COMMANDS_COMPLETE → const int
GL_SYNC_STATUS → const int
GL_TEXTURE → const int
GL_TEXTURE0 → const int
GL_TEXTURE_2D → const int
GL_TEXTURE_2D_ARRAY → const int
GL_TEXTURE_3D → const int
GL_TEXTURE_BASE_LEVEL → const int
GL_TEXTURE_BINDING_2D → const int
GL_TEXTURE_BINDING_2D_ARRAY → const int
GL_TEXTURE_BINDING_3D → const int
GL_TEXTURE_BINDING_CUBE_MAP → const int
GL_TEXTURE_COMPARE_FUNC → const int
GL_TEXTURE_COMPARE_MODE → const int
GL_TEXTURE_CUBE_MAP → const int
GL_TEXTURE_CUBE_MAP_NEGATIVE_X → const int
GL_TEXTURE_CUBE_MAP_NEGATIVE_Y → const int
GL_TEXTURE_CUBE_MAP_NEGATIVE_Z → const int
GL_TEXTURE_CUBE_MAP_POSITIVE_X → const int
GL_TEXTURE_CUBE_MAP_POSITIVE_Y → const int
GL_TEXTURE_CUBE_MAP_POSITIVE_Z → const int
GL_TEXTURE_IMMUTABLE_FORMAT → const int
GL_TEXTURE_IMMUTABLE_LEVELS → const int
GL_TEXTURE_MAG_FILTER → const int
GL_TEXTURE_MAX_ANISOTROPY_EXT → const int
GL_TEXTURE_MAX_LEVEL → const int
GL_TEXTURE_MAX_LOD → const int
GL_TEXTURE_MIN_FILTER → const int
GL_TEXTURE_MIN_LOD → const int
GL_TEXTURE_WRAP_R → const int
GL_TEXTURE_WRAP_S → const int
GL_TEXTURE_WRAP_T → const int
GL_TIMEOUT_EXPIRED → const int
GL_TRANSFORM_FEEDBACK → const int
GL_TRANSFORM_FEEDBACK_ACTIVE → const int
GL_TRANSFORM_FEEDBACK_BINDING → const int
GL_TRANSFORM_FEEDBACK_BUFFER → const int
GL_TRANSFORM_FEEDBACK_BUFFER_BINDING → const int
GL_TRANSFORM_FEEDBACK_BUFFER_MODE → const int
GL_TRANSFORM_FEEDBACK_BUFFER_SIZE → const int
GL_TRANSFORM_FEEDBACK_BUFFER_START → const int
GL_TRANSFORM_FEEDBACK_PAUSED → const int
GL_TRANSFORM_FEEDBACK_PRIMITIVES_WRITTEN → const int
GL_TRANSFORM_FEEDBACK_VARYINGS → const int
GL_TRIANGLE_FAN → const int
GL_TRIANGLE_STRIP → const int
GL_TRIANGLES → const int
GL_UNIFORM_ARRAY_STRIDE → const int
GL_UNIFORM_BLOCK_ACTIVE_UNIFORM_INDICES → const int
GL_UNIFORM_BLOCK_ACTIVE_UNIFORMS → const int
GL_UNIFORM_BLOCK_BINDING → const int
GL_UNIFORM_BLOCK_DATA_SIZE → const int
GL_UNIFORM_BLOCK_INDEX → const int
GL_UNIFORM_BLOCK_REFERENCED_BY_FRAGMENT_SHADER → const int
GL_UNIFORM_BLOCK_REFERENCED_BY_VERTEX_SHADER → const int
GL_UNIFORM_BUFFER → const int
GL_UNIFORM_BUFFER_BINDING → const int
GL_UNIFORM_BUFFER_OFFSET_ALIGNMENT → const int
GL_UNIFORM_BUFFER_SIZE → const int
GL_UNIFORM_BUFFER_START → const int
GL_UNIFORM_IS_ROW_MAJOR → const int
GL_UNIFORM_MATRIX_STRIDE → const int
GL_UNIFORM_OFFSET → const int
GL_UNIFORM_SIZE → const int
GL_UNIFORM_TYPE → const int
GL_UNMASKED_RENDERER_WEBGL → const int
GL_UNMASKED_VENDOR_WEBGL → const int
GL_UNPACK_ALIGNMENT → const int
GL_UNPACK_COLORSPACE_CONVERSION_WEBGL → const int
GL_UNPACK_FLIP_Y_WEBGL → const int
GL_UNPACK_IMAGE_HEIGHT → const int
GL_UNPACK_PREMULTIPLY_ALPHA_WEBGL → const int
GL_UNPACK_ROW_LENGTH → const int
GL_UNPACK_SKIP_IMAGES → const int
GL_UNPACK_SKIP_PIXELS → const int
GL_UNPACK_SKIP_ROWS → const int
GL_UNSIGNALED → const int
GL_UNSIGNED_BYTE → const int
GL_UNSIGNED_INT → const int
GL_UNSIGNED_INT_10F_11F_11F_REV → const int
GL_UNSIGNED_INT_24_8 → const int
GL_UNSIGNED_INT_2_10_10_10_REV → const int
GL_UNSIGNED_INT_5_9_9_9_REV → const int
GL_UNSIGNED_INT_SAMPLER_2D → const int
GL_UNSIGNED_INT_SAMPLER_2D_ARRAY → const int
GL_UNSIGNED_INT_SAMPLER_3D → const int
GL_UNSIGNED_INT_SAMPLER_CUBE → const int
GL_UNSIGNED_INT_VEC2 → const int
GL_UNSIGNED_INT_VEC3 → const int
GL_UNSIGNED_INT_VEC4 → const int
GL_UNSIGNED_NORMALIZED → const int
GL_UNSIGNED_SHORT → const int
GL_UNSIGNED_SHORT_4_4_4_4 → const int
GL_UNSIGNED_SHORT_5_5_5_1 → const int
GL_UNSIGNED_SHORT_5_6_5 → const int
GL_VALIDATE_STATUS → const int
GL_VENDOR → const int
GL_VERSION → const int
GL_VERTEX_ARRAY_BINDING → const int
GL_VERTEX_ATTRIB_ARRAY_BUFFER_BINDING → const int
GL_VERTEX_ATTRIB_ARRAY_DIVISOR → const int
GL_VERTEX_ATTRIB_ARRAY_ENABLED → const int
GL_VERTEX_ATTRIB_ARRAY_INTEGER → const int
GL_VERTEX_ATTRIB_ARRAY_NORMALIZED → const int
GL_VERTEX_ATTRIB_ARRAY_POINTER → const int
GL_VERTEX_ATTRIB_ARRAY_SIZE → const int
GL_VERTEX_ATTRIB_ARRAY_STRIDE → const int
GL_VERTEX_ATTRIB_ARRAY_TYPE → const int
GL_VERTEX_SHADER → const int
GL_VIEWPORT → const int
GL_WAIT_FAILED → const int
GL_ZERO → const int
iaColor → const String
iaRotation → const String
iaScale → const String
iaTranslation → const String
kMaxBones → const int
kMaxLights → const int
kNoAnisotropicFilterLevel → const int
lightTypeDirectional → const int
lightTypeDirectionalFloat → const String
lightTypeInvalid → const int
lightTypeInvalidFloat → const String
lightTypePoint → const int
lightTypePointFloat → const String
lightTypeSpot → const int
lightTypeSpotFloat → const String
NO_WEBGL_MESSAGE → const String
NullVertexShaderString → const String
NullVertexShaderWithTextureForwardString → const String
oFragColor → const String
PackedRGBALib → const String
PerlinNoiseFunctions → const String
photoEffectHelper → const String
prefixAttribute → const int
prefixControl → const int
prefixInstancer → const int
prefixTransform → const int
prefixUniform → const int
ShadowMapShaderLib → const String
SimplexNoiseFunction2 → const String
SimplexNoiseFunction3 → const String
SimplexNoiseHelpers → const String
StdLibShader → const String
StdLibShaderDerivative → const String
StdVertexBody → const String
StdVertexNormalForward → const String
StdVertexShaderWithTextureForwardString → const String
tForce → const String
tPosition → const String
tSpeed → const String
uAngle → const String
uAnimationTable → const String
uBoneMatrices → const String
uBumpMap → const String
uBumpScale → const String
uCameraFar → const String
uCameraNear → const String
uCanvasSize → const String
uCenter2 → const String
uColor → const String
uColorAlpha → const String
uColorAlpha2 → const String
uColorAmbient → const String
uColorDiffuse → const String
uColorEmissive → const String
uColorSpecular → const String
uConvolutionMatrix → const String
uCubeTexture → const String
uCutOff → const String
uDepthMap → const String
uDirection → const String
uEyePosition → const String
uFogFar → const String
uFogNear → const String
uLightCount → const String
uLightDescs → const String
uLightPerspectiveViewMatrix → const String
uLightTypes → const String
uMaterial → const String
uModelMatrix → const String
uNormalMap → const String
uNormalMatrix → const String
uNormalScale → const String
uOpacity → const String
uPerspectiveViewMatrix → const String
uPointSize → const String
uRange → const String
uScale → const String
uShadowBias → const String
uShadowMap → const String
uShininess → const String
uSpecularMap → const String
uTexture → const String
uTexture2 → const String
uTexture3 → const String
uTexture4 → const String
uThickness → const String
uTime → const String
uTransformationMatrix → const String
VarTypeFloat → const String
VarTypeIndex → const String
VarTypeInt → const String
VarTypeMat3 → const String
VarTypeMat4 → const String
VarTypeSampler2D → const String
VarTypeSampler2DShadow → const String
VarTypeSamplerCube → const String
VarTypeUvec2 → const String
VarTypeUvec3 → const String
VarTypeUvec4 → const String
VarTypeVec2 → const String
VarTypeVec3 → const String
VarTypeVec4 → const String
vCenter → const String
vColor → const String
vDepth → const String
vLightWeighting → const String
vNormal → const String
vPosition → const String
vPositionFromLight → const String
vTexUV → const String

Properties

applyBloomEffectFragmentShader ShaderObject
final
BACKX int
final
BACKY int
final
BACKZ int
final
BlendEquationAdd TheBlendEquation
final
BlendEquationMix TheBlendEquation
final
BlendEquationNone TheBlendEquation
final
BlendEquationStandard TheBlendEquation
final
blur1DShader5 ShaderObject
final
blur1DShader7 ShaderObject
final
blur1DShader9 ShaderObject
final
ColorBlack → Vector3
final
ColorBlue → Vector3
final
ColorCyan → Vector3
final
ColorFunctions String
getter/setter pair
ColorGray2 → Vector3
final
ColorGray4 → Vector3
final
ColorGray6 → Vector3
final
ColorGray8 → Vector3
final
ColorGreen → Vector3
final
ColorLiteBlue → Vector3
final
ColorLiteCyan → Vector3
final
ColorLiteGreen → Vector3
final
ColorLiteMagenta → Vector3
final
ColorLiteRed → Vector3
final
ColorLiteYellow → Vector3
final
ColorMagenta → Vector3
final
ColorRed → Vector3
final
ColorWhite → Vector3
final
ColorYellow → Vector3
final
convolution3x3FragmentShader ShaderObject
final
ConvolutionMatrixBlur → Matrix3
final
ConvolutionMatrixEdges → Matrix3
final
ConvolutionMatrixEmboss → Matrix3
final
ConvolutionMatrixEmboss2 → Matrix3
final
ConvolutionMatrixEngrave → Matrix3
final
ConvolutionMatrixSharpen → Matrix3
final
ConvolutionOffsetBlur → Vector3
final
ConvolutionOffsetEdges → Vector3
final
ConvolutionOffsetEmboss → Vector3
final
ConvolutionOffsetEmboss2 → Vector3
final
ConvolutionOffsetEngrave → Vector3
final
ConvolutionOffsetSharpen → Vector3
final
copyFragmentShader ShaderObject
final
copyVertexShader ShaderObject
final
cubeMapFragmentShader ShaderObject
final
cubeMapVertexShader ShaderObject
final
demoFragmentShader ShaderObject
final
demoVertexShader ShaderObject
final
dotFragmentShader ShaderObject
final
effectVertexShader ShaderObject
final
EmptyMaterial Material
final
filmFragmentShader ShaderObject
final
fisheyeFragmentShader ShaderObject
final
gLogLevel int
getter/setter pair
hexPixelateFragmentShader ShaderObject
final
IcosahedronFaceList List<Face3>
final
IcosahedronVertexList List<Vector3>
final
kaleidoscopeShader ShaderObject
final
kUnknownEntity NamedEntity
final
lightFragmentShaderBlinnPhong ShaderObject
final
lightFragmentShaderGourad ShaderObject
final
lightVertexShaderBlinnPhong ShaderObject
final
lightVertexShaderGourad ShaderObject
final
lumidotsFragmentShader ShaderObject
final
luminosityHighPassFragmentShader ShaderObject
final
MapStringToEasing Map<String, Easing>
final
medianFilter3Shader ShaderObject
final
medianFilter5Shader ShaderObject
final
multiColorFragmentShader ShaderObject
final
multiColorVertexShader ShaderObject
final
perlinNoiseVertexShader ShaderObject
final
pointSpritesFragmentShader ShaderObject
final
pointSpritesVertexShader ShaderObject
final
POSX int
final
POSY int
final
POSZ int
final
RIGHTX int
final
RIGHTY int
final
RIGHTZ int
final
scaledLuminosityHighPassFragmentShader ShaderObject
final
scalingCopyFragmentShader ShaderObject
final
scalingCopyVertexShader ShaderObject
final
scanlineFragmentShader ShaderObject
final
sepiaFragmentShader ShaderObject
final
shadowFragmentShaderDepth ShaderObject
final
shadowVertexShaderDepth ShaderObject
final
sobelFragmentShader ShaderObject
final
sobelVertexShader ShaderObject
final
solidColorFragmentShader ShaderObject
final
solidColorVertexShader ShaderObject
final
squarePixelateFragmentShader ShaderObject
final
ssaoFragmentShader ShaderObject
final
ssaoVertexShader ShaderObject
final
StencilFunctionAlways TheStencilFunction
final
StencilFunctionNone TheStencilFunction
final
t double
final
techicolorFragmentShader ShaderObject
final
texturedFragmentShader ShaderObject
final
texturedVertexShader ShaderObject
final
TexturePropertiesFramebuffer TextureProperties
final
TexturePropertiesFramebufferWrapped TextureProperties
final
TexturePropertiesMipmap TextureProperties
final
TexturePropertiesShadowMap TextureProperties
final
TexturePropertiesVideo TextureProperties
final
toonFragmentShader ShaderObject
final
tvDistortionFragmentShader ShaderObject
final
UPX int
final
UPY int
final
UPZ int
final
uvPassthruVertexShader ShaderObject
final
vignettingFragmentShader ShaderObject
final
visualizeShadowmapFragmentShaderLinearDepth16 ShaderObject
final
visualizeShadowmapVertexShaderLinearDepth16 ShaderObject
final
waterFragmentShader ShaderObject
final
wireframeFragmentShader ShaderObject
final
wireframeVertexShader ShaderObject
final

Functions

BevelStrips(List<Vector2> contour, List<Vector2> gradient, List<Vector2> supports, Matrix3 m) List<List<Vector3>>
BevelSupportPoints(double width, double height, int nSupports, {Easing widthEasing = EasingCosine, Easing heightEasing = EasingSine}) List<Vector2>
BonePosFromAnimatedSkeleton(List<Bone> bones, AnimatedSkeleton posed, {double scale = 1.0}) List<Vector3>
BonePosFromSkeleton(List<Bone> bones) List<Vector3>
buildPlaneVectors(Vector3 planeNormal, Vector3 u, Vector3 v) → void
Colinear(Vector2 a, Vector2 b, Vector2 c) bool
ConeGeometryWireframeFrienly(double rad, double height, int radialSubdivisions) GeometryBuilder
Like ConeGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
ContourCircle(int nSegmemts, double radius, [bool ccw = true]) List<Vector2>
ConvertToVector2List(List lst) List<Vector2>
ConvertToVector3List(List lst) List<Vector3>
ConvertToVector4List(int nFill, List lst) List<Vector4>
CreateAnimationTable(List<Bone> skeleton, Matrix4 globalOffsetTransform, SkeletalAnimation animation, List<double> time) Float32List
CreateBloomTextureFragmentShader(int radius, double sigma) ShaderObject
createPlane2ColorShader() List<ShaderObject>
createPlane2GreyShader() List<ShaderObject>
CrosshatchFragmentShader(int mode) ShaderObject
CubeGeometry({double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) GeometryBuilder
Returns a GeometryBuilder for Cube with TexUVs and optionally Normals.
CylinderGeometry(double radTop, double radBot, double height, int radialSubdivisions, bool computeNormals) GeometryBuilder
CylinderGeometryWireframeFriendly(double radTop, double radBot, double height, int radialSubdivisions) GeometryBuilder
Like CylinderGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
drawRecursively(RenderProgram prog, Node node, Matrix4 parent, List<DrawStats>? stats, List<UniformGroup> uniforms) → void
EasingCosine(double t) double
EasingCubic(double t) double
EasingLinear(double t) double
EasingQuadratic(double t) double
EasingSine(double t) double
EmptyLightVisualizer(RenderProgram prog, String name) MeshData
ExtractPointCloud(RenderProgram prog, MeshData md, int num_points) MeshData
ExtractWireframe(RenderProgram prog, MeshData md) MeshData
ExtractWireframeNormals(RenderProgram prog, MeshData md, [double scale = 1.0]) MeshData
FilterDupsAndColinear(List<Vector2> contour) List<Vector2>
FindBridge(List<Vector2> contour, Vector2 leftmostHole) → void
FlattenMatrix4List(List<Matrix4> v, [Float32List? data]) Float32List
FlattenUvec4List(List<List<int>> v, [Uint32List? data]) Uint32List
FlattenVector2List(List<Vector2> v, [Float32List? data]) Float32List
FlattenVector3List(List<Vector3> v, [Float32List? data]) Float32List
FlattenVector4List(List<Vector4> v, [Float32List? data]) Float32List
GeneralProjection(List<Vector2> contour, Matrix3 mat) List<Vector3>
GeometryBuilderToMeshData(String name, RenderProgram prog, GeometryBuilder gb) MeshData
GeometryBuilderToMeshDataWireframe(String name, RenderProgram prog, GeometryBuilder gb) MeshData
GeometryBuilderToWireframeNormals(RenderProgram prog, GeometryBuilder gb, [double scale = 1.0]) MeshData
GetBounds(List<Vector2> contour) → Vector4
GetContourGradient(List<Vector2> contour) List<Vector2>
GetOrthogonalVector3(Vector3 dir) → Vector3
GetSignedArea(List<Vector2> contour) double
getU2(double z, double x) double
getV2(double y) double
GridGeometry(int xstrips, int ystrips, double xlen, double ylen) GeometryBuilder
Checkerboard with xstrips X ystrips fields of dim xlen X ylen centered around the origin
hashVector3(Vector3 v) int
IcosahedronGeometry({int subdivisions = 4, double scale = 1.0, bool computeNormals = true}) GeometryBuilder
ImportAnimationFromAssimp2Json(Map<String, dynamic> json, List<Bone> skeleton) SkeletalAnimation
ImportAnimationFromThreeJsJson(Map json, List<Bone> skeleton) SkeletalAnimation
ImportGeometryFromAssimp2JsonMesh(Map<String, dynamic> mesh, List<Bone> skeleton) GeometryBuilder
ImportGeometryFromThreeJsJson(Map json) List<GeometryBuilder>
ImportGeometryFromWavefront(String text) GeometryBuilder
ImportSkeletonFromAssimp2Json(Map<String, dynamic> json) List<Bone>
ImportSkeletonFromThreeJsJson(Map json) List<Bone>
IntroduceNewShaderVar(String canonical, ShaderVarDesc desc) → void
IsConvex(List<Vector2> contour) bool
IsCounterClockWise(Vector2 a, Vector2 b, Vector2 c) bool
IsCubeChildTextureType(int t) bool
IsInPolygon(List<Vector2> contour, Vector2 p) bool
IsInTriangle(Vector2 a, Vector2 b, Vector2 c, Vector2 p) bool
LightVisualizer(RenderProgram prog, Light light) MeshData
LineEndPointsToMeshData(String name, RenderProgram prog, List<Vector3> points) MeshData
LineIntersection(Vector2 pointa, Vector2 dira, Vector2 pointb, Vector2 dirb) → Vector2?
LoadCubeImages(String urlPrefix, String urlSuffix) List<Future<ImageElement>>
LoadImage(String url) Future<ImageElement>
LoadJson(String url) Future<Map>
LoadRaw(String url) Future<String>
LoadVideo(String url) Future<VideoElement>
LogDebug(String s) → void
LogError(String s) → void
LogInfo(String s) → void
LogWarn(String s) → void
makeGaussianPdfKernelString(int radius, double sigma) String
makePerlinNoiseColorFragmentShader(bool blackVariant) ShaderObject
MakeQuaternion(List? lst) → Quaternion
MakeScaleVector3(List? lst) → Vector3
MakeSolidColorCanvas(String fillStyle) CanvasElement
MakeSolidColorTexture(ChronosGL cgl, String url, String fillStyle) Texture
MakeSolidColorTextureRGB(ChronosGL cgl, String url, Vector3 rgb) Texture
MakeSolidColorTextureRGBA(ChronosGL cgl, String url, Vector4 rgba) Texture
MakeTransVector3(List? lst) → Vector3
MakeVector3(List lst) → Vector3
MakeVideoElementFromCamera() Future<VideoElement?>
NormalFromPoints(Vector3 a, Vector3 b, Vector3 c, Vector3 temp, Vector3 normal) bool
ParametricCurvePointsAndTangents(ParametricCurveFunc func, double start, double end, int numPoints, {double epsilon = 0.001, bool halfOpen = false}) List<Vector3>
Returns a List with alternating points and directions/tangents Note this creates the curve for the interval start, end or, if halfOpen == true, for the half open interval [start, end[. The latter is useful for situations where we expect f(start) == f(end) but because numerical inaccuracies it will be slightly off. In such situations it is better to manually duplicate the f(start)
QuadGeometry(num size) GeometryBuilder
Produces single square: -1 <= x,y <= 1, z == 0
RecomputeLocalOffsets(List<Bone> skeleton) → void
RetrieveShaderVarDesc(String canonical) ShaderVarDesc
ShapeCube(RenderProgram prog, {double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) MeshData
ShapeCylinder(RenderProgram prog, double radTop, double radBot, double height, int radialSubdivisions, [bool computeNormals = true]) MeshData
ShapeGrid(RenderProgram prog, int xstrips, int ystrips, double xlen, double ylen) MeshData
ShapeIcosahedron(RenderProgram prog, {int subdivisions = 4, double scale = 1.0, bool computeNormals = true}) MeshData
ShapeQuad(RenderProgram prog, int size) MeshData
ShapeTorusKnot(RenderProgram prog, {double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool computeNormals = true}) MeshData
ShapeWedge(RenderProgram prog, {double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0}) MeshData
SimpleExtrusionAxisZ(List<Vector2> contour, double z) List<Vector3>
TextureChannelsByType(int format) int
TorusKnotGeometry({double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool wrap = false, bool computeUVs = true, bool computeNormals = true, bool inside = false}) GeometryBuilder
q == 0 and p == 1 results in a torus
TorusKnotGeometryTriangularWireframeFriendly({double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool inside = false}) GeometryBuilder
Like TorusKnotGeometryWireframeFriendly but with triangles rather than quads.
TorusKnotGeometryWireframeFriendly({double radius = 20.0, double tubeRadius = 4.0, int segmentsR = 128, int segmentsT = 16, int p = 2, int q = 3, double heightScale = 1.0, bool computeUVs = true, bool computeNormals = true, bool inside = false}) GeometryBuilder
Like TorusKnotGeometry but with duplicate Vertices to make it possible to add aCenter attributes with GenerateWireframeCenters()
TorusKnotGetPos(double u, int q, int p, double radius, double heightScale, Vector3 vec) → void
Parametric representation of a TorusKnot u varies from 0 - 2 PI q == 0 and p == 1 results in a torus
Triangulate(List<Vector2> contour) List<int>?
TubeHullBands(List<Vector3> pointsAndTangents, int segments, double radius) List<List<Vector3>>
Given the points and corresponding tangents on a curve. Compute the hull (points and normals) at radius around those points divided into segment sections.
UnitNode(RenderProgram prog) Node
UpdateAnimatedSkeleton(List<Bone> skeleton, Matrix4 globalOffsetTransform, SkeletalAnimation animation, AnimatedSkeleton posedSkeleton, double time) → void
UpdateDirectionalLightVisualizer(MeshData md, double dim, double delta, Vector3 dir) → void
UpdateLightVisualizer(MeshData md, Light light) → void
UpdatePointLightVisualizer(MeshData md, Vector3 pos, double range) → void
UpdatePointLightVisualizer2(MeshData md, Vector3 pos, double range) → void
UpdateSpotLightVisualizer(MeshData md, Vector3 pos, Vector3 dir, double range, double angle) → void
WedgeGeometry({double x = 1.0, double y = 1.0, double z = 1.0, double uMin = 0.0, double uMax = 1.0, double vMin = 0.0, double vMax = 1.0, bool computeNormals = true}) GeometryBuilder
A Wedge is the lower part of a cube that was cut in half through the plane: (-x, y, -z) (-x, y, z), (x, -y, -z), (x, -y, z)