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render
CapsAdmin edited this page Oct 15, 2016
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48 revisions
##shared
- render.Add3DModel(obj)
- render.AddGBufferShader(PASS)
- render.AddGlobalShaderCode(glsl_code, function_name)
- render.AddTextureDecoder(id, callback)
- render.CreateBlankTexture(size, shade)
- render.CreateCamera()
- render.CreateEnvironmentProbe()
- render.CreateFrameBuffer(size, textures, id_override)
- render.CreateMaterialTemplate(name)
- render.CreateMaterial(name, shader)
- render.CreateMeshBuilder()
- render.CreateMesh(vertices, indices, is_valid_table)
- render.CreateShaderProgram()
- render.CreateShaderStorageBuffer(usage, ptr, size)
- render.CreateShader(data, vars)
- render.CreateShadowMap(cubemap)
- render.CreateTextureAtlas(page_width, page_height, filtering)
- render.CreateTextureFromPath(path, srgb)
- render.CreateTexture(type)
- render.CreateVertexBuffer(shader, vertices, indices, is_valid_table)
- render.DecodeTexture(data, path_hint)
- render.Draw3DScene(what, dist)
- render.DrawGBufferDebugOverlay()
- render.DrawGBuffer(what, dist)
- render.DrawScene(dt)
- render.EnableGBuffer(b)
- render.EnableVerboseDebug(b)
- render.GenerateTextures()
- render.GetBlackTexture()
- render.GetBlendMode()
- render.GetCullMode()
- render.GetDepth()
- render.GetEnvironmentProbeTexture()
- render.GetErrorMaterial()
- render.GetErrorTexture()
- render.GetFinalGBufferTexture()
- render.GetFrameBuffer()
- render.GetGBufferSize()
- render.GetGBufferValue(key)
- render.GetGBufferValues()
- render.GetGlobalShaderBlockIndex(shader_block_info)
- render.GetGlobalShaderCode(code)
- render.GetGlobalShaderVariableBlock()
- render.GetGreyTexture()
- render.GetHeight()
- render.GetHemisphereNormalsTexture()
- render.GetLoadingTexture()
- render.GetMaterial()
- render.GetNoiseTexture()
- render.GetScissor()
- render.GetScreenFrameBuffer()
- render.GetScreenSize()
- render.GetShaderSunDirection()
- render.GetShader()
- render.GetShaders()
- render.GetShadingLanguageVersion()
- render.GetSkyTexture()
- render.GetTextureFormatInfo(format)
- render.GetVendor()
- render.GetVersion()
- render.GetViewport()
- render.GetWhiteTexture()
- render.GetWidth()
- render.GetWindow()
- render.InitializeGBuffer()
- render.InitializeNoiseTexture(size)
- render.InitializeSky()
- render.Initialize()
- render.IsGBufferReady()
- render.LoadModel(path, callback, callback2, on_fail)
- render.PopBlendMode()
- render.PopCullMode()
- render.PopDepth()
- render.PopFrameBuffer()
- render.PopScissor()
- render.PopViewport()
- render.PopWindow()
- render.PushBlendMode(...)
- render.PushCullMode(...)
- render.PushDepth(...)
- render.PushFrameBuffer(...)
- render.PushScissor(...)
- render.PushViewport(...)
- render.PushWindow(...)
- render.RebuildShaders()
- render.Remove3DModel(obj)
- render.RemoveGBufferShader(name)
- render.RemoveTextureDecoder(id)
- render.SetBlendMode(src_color, dst_color, func_color, src_alpha, dst_alpha, func_alpha)
- render.SetCullMode(mode)
- render.SetDepth(b)
- render.SetForcedCullMode(mode)
- render.SetFrameBuffer(fb)
- render.SetGBufferValue(key, var)
- render.SetGlobalShaderVariable(key, val, type)
- render.SetMaterial(mat)
- render.SetScissor(x, y, w, h)
- render.SetShaderOverride(shader)
- render.SetViewport(x, y, w, h)
- render.SetWindow(window)
- render.ShutdownGBuffer()
- render.Shutdown()
- render.Sort3DScene()
- render.StartDebug()
- render.StopDebug()
- render.UpdateSky()
- render._CreateFrameBuffer(id_override)
- render._CreateTexture(type)
- render._CreateVertexBuffer()
- render._Initialize()
- render._SetCullMode(mode)
- render._SetDepth(b)
- render._SetScissor(x, y, w, h, sw, sh)
- render._SetViewport(x, y, w, h)