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.

Extensions

TextureCache on Images

Typedefs

UniformArrayKey = ({String field, int idx})