angle/index library
Classes
- AngleAnimation
- AngleAttributes
- AngleBackground
- AngleBindingStates
- AngleBufferRenderer
- AngleCapabilities
- AngleClipping
- AngleCubeMaps
- AngleCubeUVMaps
- AngleExtensions
- AngleGeometries
- AngleIndexedBufferRenderer
- AngleInfo
- AngleLights
- AngleMaterials
- AngleMorphtargets
- AngleObjects
- AngleProgram
- AnglePrograms
- AngleProperties
- AngleRenderList
- AngleRenderLists
- AngleRenderState
- AngleRenderStates
- AngleShader
- AngleShaderCache
- AngleShadowMap
- AngleState
- AngleTextures
- AngleUniforms
- AngleUniformsGroups
- AngleUtils
- AttributeLocations
- BaseAngleBufferRenderer
- BoundTexture
- ColorBuffer
- DefaultProgram
- DepthBuffer
- LightState
- PureArrayUniform
- RenderItem
- RenderState
- ShadowUniformsCache
- SingleUniform
- StencilBuffer
- StructuredUniform
- UniformsCache
- WebGLShaderStage
Constants
- COMPLETION_STATUS_KHR → const int
Properties
-
arrayCacheF32
↔ Map<
int, Float32List> -
getter/setter pair
- arrayCacheI32 ↔ Map
-
getter/setter pair
- empty3dTexture → Data3DTexture
-
final
- emptyArrayTexture → DataArrayTexture
-
final
- emptyCubeTexture → CubeTexture
-
final
- emptyTexture → Texture
-
final
- mat2array → Float32List
-
final
- mat3array → Float32List
-
final
- mat4array → Float32List
-
final
- nextVersion ↔ int
-
getter/setter pair
- programIdCount ↔ int
-
getter/setter pair
- rePathPart → RegExp
-
final
Functions
-
absNumericalSort(
dynamic a, dynamic b) → int -
addUniform(
AngleUniform container, dynamic uniformObject) → void -
denormalize(
Vector morph, BufferAttribute< TypedDataList> attribute) → void -
numericalSort(
dynamic a, dynamic b) → int -
parseUniform(
ActiveInfo activeInfo, UniformLocation addr, AngleUniform container) → void -
shadowCastingAndTexturingLightsFirst(
Light lightA, Light lightB) → int