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feng3d
Methods
Private endTransformFeedback
- endTransformFeedback(gl, transformFeedback): void
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Parameters
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gl: WebGLRenderingContext
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Returns void
Private runBlitFramebuffer
- runBlitFramebuffer(gl, blitFramebuffer): void
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Parameters
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gl: WebGLRenderingContext
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Returns void
Private runColorTargetStates
- runColorTargetStates(gl, targets?): void
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Parameters
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gl: WebGLRenderingContext
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Optional targets: readonly IColorTargetState[]
Returns void
Protected runCommandEncoder
- runCommandEncoder(gl, commandEncoder): void
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Parameters
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gl: WebGLRenderingContext
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commandEncoder: ICommandEncoder
Returns void
Private runCopyBuffer
- runCopyBuffer(gl, copyBuffer): void
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Parameters
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gl: WebGLRenderingContext
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copyBuffer: ICopyBufferToBuffer
Returns void
Private runCopyTextureToTexture
- runCopyTextureToTexture(gl, copyTextureToTexture): void
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Parameters
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gl: WebGLRenderingContext
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copyTextureToTexture: ICopyTextureToTexture
Returns void
Private runDepthState
- runDepthState(gl, depthStencil?): void
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Parameters
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gl: WebGLRenderingContext
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Optional depthStencil: IDepthStencilState
Returns void
Private runDrawIndexed
- runDrawIndexed(gl, drawMode, indices, drawIndexed): void
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Parameters
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gl: WebGLRenderingContext
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drawMode: IGLDrawMode
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indices: IIndicesDataTypes
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drawIndexed: IDrawIndexed
Returns void
Private runDrawVertex
- runDrawVertex(gl, drawMode, drawArrays): void
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Parameters
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gl: WebGLRenderingContext
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drawMode: IGLDrawMode
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drawArrays: IDrawVertex
Returns void
Private runIndexBuffer
- runIndexBuffer(gl, indices?): void
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Parameters
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gl: WebGLRenderingContext
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Optional indices: IIndicesDataTypes
Returns void
Private runOcclusionQuery
- runOcclusionQuery(gl, attachmentSize, occlusionQuery): void
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Parameters
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gl: WebGLRenderingContext
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attachmentSize: {
height: number;
width: number;
}
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height: number
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width: number
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Returns void
Private runPrimitiveState
- runPrimitiveState(gl, primitive?): void
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Parameters
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gl: WebGLRenderingContext
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Optional primitive: IPrimitiveState
Returns void
Private runProgram
- runProgram(gl, pipeline): void
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Parameters
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gl: WebGLRenderingContext
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pipeline: IRenderPipeline
Returns void
Private runRenderObject
- runRenderObject(gl, attachmentSize, renderObject): void
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Parameters
-
gl: WebGLRenderingContext
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attachmentSize: {
height: number;
width: number;
}
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height: number
-
width: number
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renderObject: IRenderObject
Returns void
Private runRenderObjects
- runRenderObjects(gl, attachmentSize, renderObjects?): void
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Parameters
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gl: WebGLRenderingContext
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attachmentSize: {
height: number;
width: number;
}
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height: number
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width: number
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Optional renderObjects: readonly IRenderPassObject[]
Returns void
Protected runRenderPass
- runRenderPass(gl, renderPass): void
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Parameters
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gl: WebGLRenderingContext
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renderPass: IRenderPass
Returns void
Private runRenderPassDescriptor
- runRenderPassDescriptor(gl, passDescriptor): void
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Parameters
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gl: WebGLRenderingContext
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passDescriptor: IRenderPassDescriptor
Returns void
Private runRenderPipeline
- runRenderPipeline(gl, renderPipeline): void
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Parameters
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gl: WebGLRenderingContext
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renderPipeline: IRenderPipeline
Returns void
Private runSampler
- runSampler(gl, textureTarget, webGLTexture, sampler, textureID): void
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Parameters
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gl: WebGLRenderingContext
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webGLTexture: WebGLTexture
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sampler: ISampler
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textureID: number
Returns void
Private runSamplerTexture
- runSamplerTexture(gl, uniformInfo, samplerTexture): WebGLTexture
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Parameters
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gl: WebGLRenderingContext
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uniformInfo: IUniformItemInfo
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Returns WebGLTexture
Private runScissor
- runScissor(gl, attachmentSize, scissor): void
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Parameters
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gl: WebGLRenderingContext
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attachmentSize: {
height: number;
width: number;
}
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height: number
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width: number
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scissor: IScissorRect
Returns void
Private runStencilState
- runStencilState(gl, depthStencil?): void
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Parameters
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gl: WebGLRenderingContext
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Optional depthStencil: IDepthStencilState
Returns void
runSubmit
- runSubmit(gl, submit): void
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Parameters
-
gl: WebGLRenderingContext
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submit: ISubmit
Returns void
Private runTransformFeedback
- runTransformFeedback(gl, transformFeedback, topology): void
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Parameters
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gl: WebGLRenderingContext
-
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topology: IGLDrawMode
Returns void
Private runTransformFeedbackObject
- runTransformFeedbackObject(gl, renderObject): void
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Parameters
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gl: WebGLRenderingContext
-
Returns void
Protected runTransformFeedbackPass
- runTransformFeedbackPass(gl, transformFeedbackPass): void
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Parameters
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gl: WebGLRenderingContext
-
Returns void
Private runTransformFeedbackPipeline
- runTransformFeedbackPipeline(gl, renderPipeline): void
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Parameters
-
gl: WebGLRenderingContext
-
Returns void
Private runUniform
- runUniform(gl, type, uniformInfo, data): void
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Parameters
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gl: WebGLRenderingContext
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type: "FLOAT" | "UNSIGNED_INT" | "UNSIGNED_INT_VEC2" | "UNSIGNED_INT_VEC3" | "UNSIGNED_INT_VEC4" | "FLOAT_MAT2x3" | "FLOAT_MAT2x4" | "FLOAT_MAT3x2" | "FLOAT_MAT3x4" | "FLOAT_MAT4x2" | "FLOAT_MAT4x3" | "FLOAT_VEC2" | "FLOAT_VEC3" | "FLOAT_VEC4" | "INT" | "INT_VEC2" | "INT_VEC3" | "INT_VEC4" | "BOOL" | "BOOL_VEC2" | "BOOL_VEC3" | "BOOL_VEC4" | "FLOAT_MAT2" | "FLOAT_MAT3" | "FLOAT_MAT4"
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uniformInfo: IUniformItemInfo
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data: any
Returns void
Private runUniforms
- runUniforms(gl, pipeline, uniforms): void
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Parameters
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gl: WebGLRenderingContext
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pipeline: IRenderPipeline
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uniforms: IUniforms
Returns void
Private runVertexArray
- runVertexArray(gl, pipeline, vertices, indices): void
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Parameters
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gl: WebGLRenderingContext
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pipeline: IRenderPipeline
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vertices: IVertexAttributes
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indices: IIndicesDataTypes
Returns void
Private runVertexAttribute
- runVertexAttribute(gl, location, attribute): void
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Parameters
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gl: WebGLRenderingContext
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location: number
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attribute: IVertexAttribute
Returns void
Private runViewPort
- runViewPort(gl, attachmentSize, viewport): void
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Parameters
-
gl: WebGLRenderingContext
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attachmentSize: {
height: number;
width: number;
}
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height: number
-
width: number
-
viewport: IViewport
Returns void
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