resources library
Classes
- AmbientLight
- ColorTexture
- A texture that holds a single color. By default it creates a 1x1 texture.
- CuboidMesh
- Represents a Cuboid's geometry with a single surface.
- CylinderMesh
- ImageTexture
- A texture that holds an image as it's render-able texture.
- Light
- A Resource that represents a light source that is positioned in the scene and changes how other objects are rendered.
- LightingInfo
- LightSource
- Describes the properties of a light source. There are three types of light sources: point, directional, and spot. Currently only PointLight is implemented.
- Material
- Base material Resource, it holds the shader library that should be used for the texture.
- Mesh
- A Resource that represents a geometric shape that is divided up in one or more Surfaces.
- PlaneMesh
- Represents a 2D Plane's geometry with a single surface.
- PointLight
- A point light that emits light in all directions equally.
-
Resource<
R> - A Resource is the base class for any resource typed classes. The primary use case is to be a data container.
- Shader
- ShaderResource
- SpatialMaterial
- SphereMesh
- Represents a Sphere's geometry with a single surface.
- Surface
- Base surface Resource, it describes a single surface to be rendered.
- Texture
- Base texture Resource, represents an image/texture on the GPU.
- UniformArray
- Instance of a uniform value. Represented by a ByteBuffer.
-
UniformInstance<
K, T> - An instance of a UniformSlot that can cache the resource that will be bound to a Shader.
- UniformSampler
- Instance of a uniform sampler. Represented by a Texture.
- UniformSlot
- Class that maps a uniform slot in such a way that it is easier to do memory allocation.
- UniformValue
- Instance of a uniform value. Represented by a ByteBuffer.
- Vertex
- Represents a vertex in 3D space.
Enums
Extensions
- TextureCache on Images
Typedefs
- UniformArrayKey = ({String field, int idx})