class openfl.display3D.Context3D

Instance Fields

function new(): Void

function __deleteProgram(program:Program3D): Void

function __deleteTexture(texture:TextureBase): Void

function clear(?red:Float, ?green:Float, ?blue:Float, ?alpha:Float, ?depth:Float, ?stencil:Int, ?mask:Int): Void

function configureBackBuffer(width:Int, height:Int, antiAlias:Int, ?enableDepthAndStencil:Bool): Void

function createCubeTexture(size:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, ?streamingLevels:Int): CubeTexture

function createIndexBuffer(numIndices:Int, ?bufferUsage:Context3DBufferUsage): IndexBuffer3D

function createRectangleTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool): RectangleTexture

function createTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, ?streamingLevels:Int): Texture

function createVertexBuffer(numVertices:Int, data32PerVertex:Int, ?bufferUsage:Context3DBufferUsage): VertexBuffer3D

function dispose(): Void

function drawToBitmapData(destination:BitmapData): Void

function drawTriangles(indexBuffer:IndexBuffer3D, ?firstIndex:Int, ?numTriangles:Int): Void

function present(): Void

function removeRenderMethod(func:Event ->Void): Void

function setBlendFactors(sourceFactor:Int, destinationFactor:Int): Void

function setColorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool): Void

function setCulling(triangleFaceToCull:Int): Void

function setDepthTest(depthMask:Bool, passCompareMode:Int): Void

function setGLSLProgramConstantsFromByteArray(locationName:String, data:ByteArray, ?byteArrayOffset:Int): Void

function setGLSLProgramConstantsFromMatrix(locationName:String, matrix:Matrix3D, ?transposedMatrix:Bool): Void

function setGLSLProgramConstantsFromVector4(locationName:String, data:Array<Float>, ?startIndex:Int): Void

function setGLSLTextureAt(locationName:String, texture:TextureBase, textureIndex:Int): Void

function setGLSLVertexBufferAt(locationName:String, buffer:VertexBuffer3D, ?bufferOffset:Int, ?format:Context3DVertexBufferFormat): Void

function setProgram(program3D:Program3D): Void

function setProgramConstantsFromByteArray(programType:Context3DProgramType, firstRegister:Int, numRegisters:Int, data:ByteArray, byteArrayOffset:Int): Void

function setProgramConstantsFromMatrix(programType:Context3DProgramType, firstRegister:Int, matrix:Matrix3D, ?transposedMatrix:Bool): Void

function setProgramConstantsFromVector(programType:Context3DProgramType, firstRegister:Int, data:Array<Float>, ?numRegisters:Int): Void

function setRenderMethod(func:Event ->Void): Void

function setRenderToTexture(texture:TextureBase, ?enableDepthAndStencil:Bool, ?antiAlias:Int, ?surfaceSelector:Int): Void

function setScissorRectangle(rectangle:Rectangle): Void

function setStencilActions(?triangleFace:Int, ?compareMode:Int, ?actionOnBothPass:Int, ?actionOnDepthFail:Int, ?actionOnDepthPassStencilFail:Int): Void

function setStencilReferenceValue(referenceValue:Int, ?readMask:Int, ?writeMask:Int): Void

function setTextureAt(sampler:Int, texture:TextureBase): Void

function setVertexBufferAt(index:Int, buffer:VertexBuffer3D, ?bufferOffset:Int, ?format:Context3DVertexBufferFormat): Void