Package-level declarations
Types
Array of Cubemap, all with the same ColorType, ColorFormat and other properties. Typically, used for efficient reflection probes, lighting and shadowing systems. This is a common interface to be implemented in various target languages.
Buffer multisample options
Stored circle batch
Builder for stored circle batches
Color attachment for RenderTarget.
representation for simple images stored on GPU memory
Color format enumeration
Color sampling enumeration
ComputeStyle class
Cull test pass condition enumeration
Depth format enumeration
Depth test pass condition enumeration
Drawer configuration
Draw primitive type enumeration
Specifies if to optimize drawing for quality or performance.
A data class that controls the look of drawing operations including stroke and fill color, stroke weight and more.
Filter base class. Renders "full-screen" quads.
A type of FontMap which keeps characters pre-rendered in a ColorBuffer texture at a specific font size.
A type of FontMap which keeps characters stored as vector data. Good for displaying very large text and for displaying text at different scales, but in general less performant than FontImageMap because it is not pre-rendered.
Details for an image
File format used while saving to file
Texture filters for magnification
Texture filters used for minification
Session statistics
A Filter that uses the ShadeStyle interface and language
A collection of granules, or template functions for writing stylable shaders in GLSL. ShadeStyleGLSL is used in OPENRNDR's shader generators but is exposed to the user such that they too can write shader generators.
A collection of granules, or template functions for writing stylable shaders in GLSL. ShadeStyleGLSL is used in OPENRNDR's shader generators but is exposed to the user such that they too can write shader generators.
A collection of granules, or template functions for writing stylable shaders in GLSL. ShadeStyleGLSL is used in OPENRNDR's shader generators but is exposed to the user such that they too can write shader generators.
Vertex element type enumeration
VertexBuffer Layout describes how data is organized in the VertexBuffer
Functions
Creates an array cubemap
Creates an array texture
create a BufferTexture
Create a stored batch of circles
create a ColorBuffer
Determines optimal size of ComputeShader execution for 1-dimensional data of variable size.
Determines optimal size of ComputeShader execution for 2-dimensional data of variable size.
Determines optimal size of ComputeShader execution for 3-dimensional data of variable size.
create an equivalent ColorBuffer, with the option to override attributes
Return the default color type for format
creates and starts a DrawThread
check if this ColorBuffer is equivalent to other
Pushes style and model-view-projection matrices, sets render target, calls function and pops.
launches a coroutine on the DrawThread
load a buffer texture from a file
load a BufferTexture from a url
load a buffer texture from file or url
load an image from a file or url encoded as String, also accepts base64 encoded data urls
load an image from a file or url encoded as String, also accepts base64 encoded data urls
load an image from File
load an image from an url
load an image from a file or url encoded as String, also accepts base64 encoded data urls
Mark a GPU resource or code that uses GPU resources as persistent
Create a stored batch of points
Probe an image located at fileOrUrl
Create a stored batch of rectangles
build a RenderTarget
Create a StructuredBuffer from struct
VertexBuffer builder function.
Build a vertex format