staticactive:RenderPath
staticsetActive(renderPath:RenderPath):Void
staticsortMeshesDistance(meshes:Array<MeshObject>):Void
staticsortMeshesShader(meshes:Array<MeshObject>):Void
new()
currentD:Int
currentFace:Int
@:value(null)currentG:Graphics = null
currentH:Int
@:value(0)currentProbeIndex:Int = 0
@:value(null)currentTarget:RenderTarget = null
currentW:Int
@:value(new Map())depthToRenderTarget:Map<String, RenderTarget> = new Map()
@:value(DrawOrder.Distance)drawOrder:DrawOrder = DrawOrder.Distance
@:value(0)frame:Int = 0
frameG:Graphics
@:value(false)frameScissor:Bool = false
@:value(0)frameScissorH:Int = 0
@:value(0)frameScissorW:Int = 0
@:value(0)frameScissorX:Int = 0
@:value(0)frameScissorY:Int = 0
@:value(0.0)frameTime:Float = 0.0
@:value(false)isProbe:Bool = false
@:value(false)isProbeCube:Bool = false
@:value(false)isProbePlanar:Bool = false
@:value(null)light:LightObject = null
@:value(false)paused:Bool = false
@:value(null)point:LightObject = null
read onlyready:Bool
@:value(new Map())renderTargets:Map<String, RenderTarget> = new Map()
@:value(null)sun:LightObject = null
@:value(null)commands:() ‑> Void = null
@:value(null)setupDepthTexture:() ‑> Void = null
bindTarget(target:String, uniform:String):Void
clearImage(target:String, color:Int):Void
@:value({ depthFlag : null, colorFlag : null })clearTarget(?colorFlag:Int, ?depthFlag:Float):Void
@:value({ format : null })createDepthBuffer(name:String, ?format:String):Void
createRenderTarget(t:RenderTargetRaw):RenderTarget
drawMeshes(context:String):Void
drawShader(handle:String):Void
drawSkydome(handle:String):Void
drawVolume(object:Object, handle:String):Void
generateMipmaps(target:String):Void
getComputeShader(handle:String):Shader
loadShader(handle:String):Void
renderFrame(g:Graphics):Void
resize():Void
setCurrentScissor(viewW:Int, viewH:Int):Void
setCurrentViewport(viewW:Int, viewH:Int):Void
setCurrentViewportWithOffset(viewW:Int, viewH:Int, offsetX:Int, offsetY:Int):Void
setDepthFrom(target:String, from:String):Void
setFrameScissor():Void
@:value({ viewportScale : 1.0, additional : null })setTarget(target:String, ?additional:Array<String>, viewportScale:Float = 1.0):Void
setViewport(viewW:Int, viewH:Int):Void
unload():Void
unloadShader(handle:String):Void