renderers/webgl/index library
Classes
- AttributeLocations
- BaseWebGLBufferRenderer
- BoundTexture
- ColorBuffer
- DefaultProgram
- DepthBuffer
- LightState
- PureArrayUniform
- RenderItem
- RenderState
- ShadowUniformsCache
- SingleUniform
- StencilBuffer
- StructuredUniform
- UniformsCache
- WebGLAnimation
- WebGLAttributes
- WebGLBackground
- WebGLBindingStates
- WebGLBufferRenderer
- WebGLCapabilities
- WebGLClipping
- WebGLCubeMaps
- WebGLCubeUVMaps
- WebGLExtensions
- WebGLGeometries
- WebGLIndexedBufferRenderer
- WebGLInfo
- WebGLLights
- WebGLMaterials
- WebGLMorphtargets
- WebGLObjects
- WebGLParameters
- WebGLProgram
- WebGLPrograms
- WebGLProperties
- WebGLRenderList
- WebGLRenderLists
- WebGLRenderState
- WebGLRenderStates
- WebGLShader
- WebGLShaderCache
- WebGLShaderStage
- WebGLShadowMap
- WebGLState
- WebGLTextures
- WebGLUniforms
- WebGLUtils
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(
WebGLUniform container, dynamic uniformObject) → void -
denormalize(
Vector morph, BufferAttribute< NativeArray< attribute) → voidnum> > -
numericalSort(
dynamic a, dynamic b) → int -
parseUniform(
ActiveInfo activeInfo, UniformLocation addr, WebGLUniform container) → void -
shadowCastingLightsFirst(
Light lightA, Light lightB) → int