class openfl.display3D.Context3D
Instance Fields
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 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 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 setGLSLVertexBufferAt(locationName:String, buffer:VertexBuffer3D, ?bufferOffset:Int, ?format:Context3DVertexBufferFormat): 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 setRenderToTexture(texture:TextureBase, ?enableDepthAndStencil:Bool, ?antiAlias:Int, ?surfaceSelector:Int): Void
function setSamplerStateAt(sampler:Int, wrap:Context3DWrapMode, filter:Context3DTextureFilter, mipfilter:Context3DMipFilter): Void
function setStencilActions(?triangleFace:Int, ?compareMode:Int, ?actionOnBothPass:Int, ?actionOnDepthFail:Int, ?actionOnDepthPassStencilFail:Int): Void
function setVertexBufferAt(index:Int, buffer:VertexBuffer3D, ?bufferOffset:Int, ?format:Context3DVertexBufferFormat): Void