Class Engine
Hierarchy
-
ThinEngine
- Engine
Index
Constructors
Properties
- active
View - canvas
Tab Index - cull
Back Faces - custom
Animation Frame Requester - disable
Manifest Check - disable
Performance Monitor InBackground - disable
Uniform Buffers - disable
Vertex Array Objects - enable
Offline Support - enable
Unpack FlipYCached - forcePOTTextures
- host
Information - input
Element - is
Fullscreen - is
InVRExclusive Pointer Mode - is
Pointer Lock - on
After Shader Compilation Observable - on
Before Shader Compilation Observable - on
Before Texture Init Observable - on
Begin Frame Observable - on
Canvas Blur Observable - on
Canvas Focus Observable - on
Canvas Pointer Out Observable - on
Context Lost Observable - on
Context Restored Observable - on
End Frame Observable - on
New Scene Added Observable - on
Resize Observable - onVRDisplay
Changed Observable - onVRRequest
Present Complete - onVRRequest
Present Start - post
Processes - premultiplied
Alpha - prevent
Cache Wipe Between Frames - render
Even InBackground - scenes
- texture
Format InUse - textures
Supported - use
Reverse Depth Buffer - validate
Shader Programs - views
- vr
Presentation Attributes - ALPHA_
ADD - ALPHA_
COMBINE - ALPHA_
DISABLE - ALPHA_
INTERPOLATE - ALPHA_
MAXIMIZED - ALPHA_
MULTIPLY - ALPHA_
ONEONE - ALPHA_
PREMULTIPLIED - ALPHA_
PREMULTIPLIED_ PORTERDUFF - ALPHA_
SCREENMODE - ALPHA_
SUBTRACT - ALWAYS
- Audio
Engine Factory - Collisions
Epsilon - DECR
- DECR_
WRAP - DELAYLOADSTATE_
LOADED - DELAYLOADSTATE_
LOADING - DELAYLOADSTATE_
NONE - DELAYLOADSTATE_
NOTLOADED - EQUAL
- Exception
List - GEQUAL
- GREATER
- INCR
- INCR_
WRAP - INVERT
- KEEP
- LEQUAL
- LESS
- NEVER
- NOTEQUAL
- Offline
Provider Factory - REPLACE
- SCALEMODE_
CEILING - SCALEMODE_
FLOOR - SCALEMODE_
NEAREST - TEXTUREFORMAT_
ALPHA - TEXTUREFORMAT_
LUMINANCE - TEXTUREFORMAT_
LUMINANCE_ ALPHA - TEXTUREFORMAT_
R - TEXTUREFORMAT_
RED - TEXTUREFORMAT_
RED_ INTEGER - TEXTUREFORMAT_
RG - TEXTUREFORMAT_
RGB - TEXTUREFORMAT_
RGBA - TEXTUREFORMAT_
RGBA_ INTEGER - TEXTUREFORMAT_
RGB_ INTEGER - TEXTUREFORMAT_
RG_ INTEGER - TEXTUREFORMAT_
R_INTEGER - TEXTURETYPE_
BYTE - TEXTURETYPE_
FLOAT - TEXTURETYPE_
FLOAT_ 32_ UNSIGNED_ INT_ 24_ 8_REV - TEXTURETYPE_
HALF_ FLOAT - TEXTURETYPE_
INT - TEXTURETYPE_
SHORT - TEXTURETYPE_
UNSIGNED_ BYTE - TEXTURETYPE_
UNSIGNED_ INT - TEXTURETYPE_
UNSIGNED_ INTEGER - TEXTURETYPE_
UNSIGNED_ INT_ 10 F_ 11 F_ 11 F_ REV - TEXTURETYPE_
UNSIGNED_ INT_ 24_ 8 - TEXTURETYPE_
UNSIGNED_ INT_ 2_10_ 10_ 10_ REV - TEXTURETYPE_
UNSIGNED_ INT_ 5_9_ 9_9_ REV - TEXTURETYPE_
UNSIGNED_ SHORT - TEXTURETYPE_
UNSIGNED_ SHORT_ 4_4_ 4_4 - TEXTURETYPE_
UNSIGNED_ SHORT_ 5_5_ 5_1 - TEXTURETYPE_
UNSIGNED_ SHORT_ 5_6_ 5 - TEXTURE_
BILINEAR_ SAMPLINGMODE - TEXTURE_
CLAMP_ ADDRESSMODE - TEXTURE_
CUBIC_ MODE - TEXTURE_
EQUIRECTANGULAR_ MODE - TEXTURE_
EXPLICIT_ MODE - TEXTURE_
FIXED_ EQUIRECTANGULAR_ MIRRORED_ MODE - TEXTURE_
FIXED_ EQUIRECTANGULAR_ MODE - TEXTURE_
INVCUBIC_ MODE - TEXTURE_
LINEAR_ LINEAR - TEXTURE_
LINEAR_ LINEAR_ MIPLINEAR - TEXTURE_
LINEAR_ LINEAR_ MIPNEAREST - TEXTURE_
LINEAR_ NEAREST - TEXTURE_
LINEAR_ NEAREST_ MIPLINEAR - TEXTURE_
LINEAR_ NEAREST_ MIPNEAREST - TEXTURE_
MIRROR_ ADDRESSMODE - TEXTURE_
NEAREST_ LINEAR - TEXTURE_
NEAREST_ LINEAR_ MIPLINEAR - TEXTURE_
NEAREST_ LINEAR_ MIPNEAREST - TEXTURE_
NEAREST_ NEAREST - TEXTURE_
NEAREST_ NEAREST_ MIPLINEAR - TEXTURE_
NEAREST_ NEAREST_ MIPNEAREST - TEXTURE_
NEAREST_ SAMPLINGMODE - TEXTURE_
PLANAR_ MODE - TEXTURE_
PROJECTION_ MODE - TEXTURE_
SKYBOX_ MODE - TEXTURE_
SPHERICAL_ MODE - TEXTURE_
TRILINEAR_ SAMPLINGMODE - TEXTURE_
WRAP_ ADDRESSMODE - _
Rescale Post Process Factory - audio
Engine
Accessors
- alpha
State - current
Viewport - depth
Culling State - description
- do
Not Handle Context Lost - empty
Cube Texture - empty
Texture - empty
Texture2DArray - empty
Texture3D - frame
Id - framebuffer
Dimensions Object - is
Stencil Enable - is
WebGPU - loading
Screen - loadingUIBackground
Color - loadingUIText
- name
- needPOTTextures
- performance
Monitor - shader
Platform Name - stencil
State - supports
Uniform Buffers - version
- webGLVersion
- Has
Major Performance Caveat - Instances
- Is
Supported - Last
Created Engine - Last
Created Scene - Npm
Package - Shaders
Repository - Version
Methods
- _create
Depth Stencil Cube Texture - _delete
Pipeline Context - _release
Texture - _render
Loop - apply
States - are
All Effects Ready - attach
Context Lost Event - attach
Context Restored Event - begin
Frame - begin
Occlusion Query - begin
Transform Feedback - bind
Array Buffer - bind
Attachments - bind
Buffers - bind
Buffers Directly - bind
Framebuffer - bind
Instances Buffer - bind
Multiview Framebuffer - bind
Samplers - bind
Transform Feedback - bind
Transform Feedback Buffer - bind
Uniform Block - bind
Uniform Buffer - bind
Uniform Buffer Base - bind
Vertex Array Object - build
Texture Layout - cache
Stencil State - clear
- clear
Attachments - clear
Internal Textures Cache - create
Cube Texture - create
Depth Stencil Texture - create
Dynamic Texture - create
Dynamic Uniform Buffer - create
Dynamic Vertex Buffer - create
Effect - create
Effect For Particles - create
Index Buffer - create
Instances Buffer - create
Multiple Render Target - create
Multiview Render Target Texture - create
Pipeline Context - create
Prefiltered Cube Texture - create
Query - create
Raw Cube Texture - create
Raw Cube Texture From Url - create
Raw Shader Program - create
Raw Texture - create
Raw Texture2DArray - create
Raw Texture3D - create
Render Target Cube Texture - create
Render Target Texture - create
Shader Program - create
Texture - create
Transform Feedback - create
Uniform Buffer - create
Vertex Buffer - delete
Instances Buffer - delete
Query - delete
Transform Feedback - disable
Attribute ByIndex - disable
Instance Attribute - disable
Instance Attribute ByName - disable
Scissor - disableVR
- display
LoadingUI - dispose
- draw
- draw
Arrays Type - draw
Elements Type - draw
Point Clouds - draw
UnIndexed - enable
Effect - enable
Scissor - enableVR
- end
Frame - end
Occlusion Query - end
Time Query - end
Transform Feedback - enter
Fullscreen - enter
Pointerlock - exit
Fullscreen - exit
Pointerlock - flush
Framebuffer - generate
Mip Maps For Cubemap - get
Alpha Equation - get
Alpha Mode - get
Aspect Ratio - get
Attributes - get
Caps - get
Class Name - get
Color Write - get
Delta Time - get
Depth Buffer - get
Depth Function - get
Depth Write - get
Error - get
Fps - get
Fragment Shader Source - get
GlInfo - get
Hardware Scaling Level - get
Host Document - get
Host Window - get
Input Element - get
Input Element Client Rect - get
Loaded Textures Cache - get
Lockstep Max Steps - get
Query Result - get
Render Height - get
Render Width - get
Rendering Canvas - get
Rendering Canvas Client Rect - get
Screen Aspect Ratio - get
Stencil Buffer - get
Stencil Function - get
Stencil Function Mask - get
Stencil Function Reference - get
Stencil Mask - get
Stencil Operation Depth Fail - get
Stencil Operation Fail - get
Stencil Operation Pass - get
Time Step - get
Uniforms - getVRDevice
- get
Vertex Shader Source - getZOffset
- hide
LoadingUI - init
WebVR - init
WebVRAsync - is
Deterministic Lock Step - is
Query Result Available - isVRDevice
Present - isVRPresenting
- read
Pixels - record
Vertex Array Object - register
View - release
Effects - release
Vertex Array Object - reset
Texture Cache - resize
- restore
Default Framebuffer - restore
Single Attachment - restore
Stencil State - run
Render Loop - scissor
Clear - set
Alpha Constants - set
Alpha Equation - set
Alpha Mode - set
Array - set
Array2 - set
Array3 - set
Array4 - set
Color Write - set
Compressed Texture Exclusions - set
Depth Buffer - set
Depth Function - set
Depth Function ToGreater - set
Depth Function ToGreater OrEqual - set
Depth Function ToLess - set
Depth Function ToLess OrEqual - set
Depth Stencil Texture - set
Depth Write - set
Direct Viewport - set
Dithering State - set
Float - set
Float2 - set
Float3 - set
Float4 - set
Hardware Scaling Level - set
Int - set
Int2 - set
Int3 - set
Int4 - set
Int Array - set
Int Array2 - set
Int Array3 - set
Int Array4 - set
Matrices - set
Matrix2x2 - set
Matrix3x3 - set
Rasterizer State - set
Size - set
State - set
Stencil Buffer - set
Stencil Function - set
Stencil Function Mask - set
Stencil Function Reference - set
Stencil Mask - set
Stencil Operation Depth Fail - set
Stencil Operation Fail - set
Stencil Operation Pass - set
Texture - set
Texture Array - set
Texture Format ToUse - set
Texture From Post Process - set
Texture From Post Process Output - set
Tranform Feedback Varyings - set
Viewport - setZOffset
- start
Time Query - stop
Render Loop - switch
Fullscreen - un
Bind Framebuffer - un
Bind Multi Color Attachment Framebuffer - un
Register View - unbind
All Attributes - unbind
All Textures - unbind
Instance Attributes - update
And Bind Instances Buffer - update
Array Buffer - update
Dynamic Index Buffer - update
Dynamic Texture - update
Dynamic Vertex Buffer - update
Multiple Render Target Texture Sample Count - update
Raw Cube Texture - update
Raw Texture - update
Raw Texture2DArray - update
Raw Texture3D - update
Render Target Texture Sample Count - update
Texture Comparison Function - update
Texture Data - update
Texture Dimensions - update
Texture Sampling Mode - update
Texture Wrapping Mode - update
Uniform Buffer - update
Video Texture - wipe
Caches - CeilingPOT
- Default
Loading Screen Factory - FloorPOT
- Get
Exponent OfTwo - Mark
All Materials AsDirty - NearestPOT
- Queue
New Frame - _
Exit Fullscreen - _
Exit Pointerlock - _
Request Fullscreen - _
Request Pointerlock - is
Supported
Constructors
constructor
-
Creates a new engine
Parameters
-
canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>
defines the canvas or WebGL context to use for rendering. If you provide a WebGL context, Babylon.js will not hook events on the canvas (like pointers, keyboards, etc...) so no event observables will be available. This is mostly used when Babylon.js is used as a plugin on a system which alreay used the WebGL context
-
Optional antialias: boolean
defines enable antialiasing (default: false)
-
Optional options: EngineOptions
defines further options to be sent to the getContext() function
-
Optional adaptToDeviceRatio: boolean
defines whether to adapt to the device's viewport characteristics (default: false)
Returns Engine
-
Properties
active ViewSearch playground for activeView
Gets the current engine view
canvas Tab IndexSearch playground for canvasTabIndex
Gets or sets the tab index to set to the rendering canvas. 1 is the minimum value to set to be able to capture keyboard events
cull Back FacesSearch playground for cullBackFaces
Gets or sets a boolean indicating if back faces must be culled (true by default)
custom Animation Frame RequesterSearch playground for customAnimationFrameRequester
If set, will be used to request the next animation frame for the render loop
disable Manifest CheckSearch playground for disableManifestCheck
Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)
disable Performance Monitor InBackgroundSearch playground for disablePerformanceMonitorInBackground
Turn this value on if you want to pause FPS computation when in background
disable Uniform BuffersSearch playground for disableUniformBuffers
Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
disable Vertex Array ObjectsSearch playground for disableVertexArrayObjects
Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
enable Offline SupportSearch playground for enableOfflineSupport
Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
enable Unpack FlipYCachedSearch playground for enableUnpackFlipYCached
In case you are sharing the context with other applications, it might be interested to not cache the unpack flip y state to ensure a consistent value would be set.
forcePOTTexturesSearch playground for forcePOTTextures
Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
host InformationSearch playground for hostInformation
Gets information about the current host
input ElementSearch playground for inputElement
Gets or sets the HTML element to use for attaching events
is FullscreenSearch playground for isFullscreen
Gets a boolean indicating if the engine is currently rendering in fullscreen mode
is InVRExclusive Pointer ModeSearch playground for isInVRExclusivePointerMode
Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
is Pointer LockSearch playground for isPointerLock
Gets a boolean indicating if the pointer is currently locked
on After Shader Compilation ObservableSearch playground for onAfterShaderCompilationObservable
Observable raised when the engine has jsut compiled a shader
on Before Shader Compilation ObservableSearch playground for onBeforeShaderCompilationObservable
Observable raised when the engine is about to compile a shader
on Before Texture Init ObservableSearch playground for onBeforeTextureInitObservable
Observable event triggered before each texture is initialized
on Begin Frame ObservableSearch playground for onBeginFrameObservable
Observable raised when the engine begins a new frame
on Canvas Blur ObservableSearch playground for onCanvasBlurObservable
Observable event triggered each time the canvas loses focus
on Canvas Focus ObservableSearch playground for onCanvasFocusObservable
Observable event triggered each time the canvas gains focus
on Canvas Pointer Out ObservableSearch playground for onCanvasPointerOutObservable
Observable event triggered each time the canvas receives pointerout event
on Context Lost ObservableSearch playground for onContextLostObservable
Observable signaled when a context lost event is raised
on Context Restored ObservableSearch playground for onContextRestoredObservable
Observable signaled when a context restored event is raised
on End Frame ObservableSearch playground for onEndFrameObservable
Observable raised when the engine ends the current frame
on New Scene Added ObservableSearch playground for onNewSceneAddedObservable
Event raised when a new scene is created
on Resize ObservableSearch playground for onResizeObservable
Observable event triggered each time the rendering canvas is resized
onVRDisplay Changed ObservableSearch playground for onVRDisplayChangedObservable
Observable signaled when VR display mode changes
onVRRequest Present CompleteSearch playground for onVRRequestPresentComplete
Observable signaled when VR request present is complete
onVRRequest Present StartSearch playground for onVRRequestPresentStart
Observable signaled when VR request present starts
post ProcessesSearch playground for postProcesses
Gets the list of created postprocesses
premultiplied AlphaSearch playground for premultipliedAlpha
Defines whether the engine has been created with the premultipliedAlpha option on or not.
prevent Cache Wipe Between FramesSearch playground for preventCacheWipeBetweenFrames
Gets or sets a boolean indicating that cache can be kept between frames
render Even InBackgroundSearch playground for renderEvenInBackground
Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
scenesSearch playground for scenes
Gets the list of created scenes
Readonly texture Format InUseSearch playground for textureFormatInUse
Gets the texture format in use
Readonly textures SupportedSearch playground for texturesSupported
Gets the list of texture formats supported
use Reverse Depth BufferSearch playground for useReverseDepthBuffer
Gets or sets a boolean indicating if depth buffer should be reverse, going from far to near. This can provide greater z depth for distant objects.
validate Shader ProgramsSearch playground for validateShaderPrograms
Gets or sets a boolean indicating if the engine should validate programs after compilation
viewsSearch playground for views
Gets or sets the list of views
Optional vr Presentation AttributesSearch playground for vrPresentationAttributes
Gets or sets the presentation attributes used to configure VR rendering
Static Readonly ALPHA_ ADDSearch playground for ALPHA_ADD
Defines that alpha blending to SRC ALPHA * SRC + DEST
Static Readonly ALPHA_ COMBINESearch playground for ALPHA_COMBINE
Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST
Static Readonly ALPHA_ DISABLESearch playground for ALPHA_DISABLE
Defines that alpha blending is disabled
Static Readonly ALPHA_ INTERPOLATESearch playground for ALPHA_INTERPOLATE
Defines that alpha blending to CST * SRC + (1 - CST) * DEST
Static Readonly ALPHA_ MAXIMIZEDSearch playground for ALPHA_MAXIMIZED
Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST
Static Readonly ALPHA_ MULTIPLYSearch playground for ALPHA_MULTIPLY
Defines that alpha blending to SRC * DEST
Static Readonly ALPHA_ ONEONESearch playground for ALPHA_ONEONE
Defines that alpha blending to SRC + DEST
Static Readonly ALPHA_ PREMULTIPLIEDSearch playground for ALPHA_PREMULTIPLIED
Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
Static Readonly ALPHA_ PREMULTIPLIED_ PORTERDUFFSearch playground for ALPHA_PREMULTIPLIED_PORTERDUFF
Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
Static Readonly ALPHA_ SCREENMODESearch playground for ALPHA_SCREENMODE
Defines that alpha blending to SRC + (1 - SRC) * DEST Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
Static Readonly ALPHA_ SUBTRACTSearch playground for ALPHA_SUBTRACT
Defines that alpha blending to DEST - SRC * DEST
Static Readonly ALWAYSSearch playground for ALWAYS
Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn
Static Audio Engine FactorySearch playground for AudioEngineFactory
Default AudioEngine factory responsible of creating the Audio Engine. By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
Type declaration
-
-
Parameters
-
hostElement: Nullable<HTMLElement>
Returns IAudioEngine
-
-
Static Collisions EpsilonSearch playground for CollisionsEpsilon
Gets or sets the epsilon value used by collision engine
Static Readonly DECRSearch playground for DECR
Passed to stencilOperation to specify that stencil value must be decremented
Static Readonly DECR_ WRAPSearch playground for DECR_WRAP
Passed to stencilOperation to specify that stencil value must be decremented with wrapping
Static Readonly DELAYLOADSTATE_ LOADEDSearch playground for DELAYLOADSTATE_LOADED
Defines that the ressource was successfully delay loaded
Static Readonly DELAYLOADSTATE_ LOADINGSearch playground for DELAYLOADSTATE_LOADING
Defines that the ressource is currently delay loading
Static Readonly DELAYLOADSTATE_ NONESearch playground for DELAYLOADSTATE_NONE
Defines that the ressource is not delayed
Static Readonly DELAYLOADSTATE_ NOTLOADEDSearch playground for DELAYLOADSTATE_NOTLOADED
Defines that the ressource is delayed and has not started loading
Static Readonly EQUALSearch playground for EQUAL
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value
Static Exception ListSearch playground for ExceptionList
Use this array to turn off some WebGL2 features on known buggy browsers version
Static Readonly GEQUALSearch playground for GEQUAL
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value
Static Readonly GREATERSearch playground for GREATER
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value
Static Readonly INCRSearch playground for INCR
Passed to stencilOperation to specify that stencil value must be incremented
Static Readonly INCR_ WRAPSearch playground for INCR_WRAP
Passed to stencilOperation to specify that stencil value must be incremented with wrapping
Static Readonly INVERTSearch playground for INVERT
Passed to stencilOperation to specify that stencil value must be inverted
Static Readonly KEEPSearch playground for KEEP
Passed to stencilOperation to specify that stencil value must be kept
Static Readonly LEQUALSearch playground for LEQUAL
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value
Static Readonly LESSSearch playground for LESS
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value
Static Readonly NEVERSearch playground for NEVER
Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn
Static Readonly NOTEQUALSearch playground for NOTEQUAL
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value
Static Offline Provider FactorySearch playground for OfflineProviderFactory
Default offline support factory responsible of creating a tool used to store data locally. By default, this will create a Database object if the workload has been embedded.
Type declaration
-
-
Parameters
-
urlToScene: string
-
callbackManifestChecked: (checked: boolean) => any
-
-
Parameters
-
checked: boolean
Returns any
-
-
-
-
disableManifestCheck: boolean
Returns IOfflineProvider
-
-
Static Readonly REPLACESearch playground for REPLACE
Passed to stencilOperation to specify that stencil value must be replaced
Static Readonly SCALEMODE_ CEILINGSearch playground for SCALEMODE_CEILING
Defines that texture rescaling will use a ceil to find the closer power of 2 size
Static Readonly SCALEMODE_ FLOORSearch playground for SCALEMODE_FLOOR
Defines that texture rescaling will use a floor to find the closer power of 2 size
Static Readonly SCALEMODE_ NEARESTSearch playground for SCALEMODE_NEAREST
Defines that texture rescaling will look for the nearest power of 2 size
Static Readonly TEXTUREFORMAT_ ALPHASearch playground for TEXTUREFORMAT_ALPHA
ALPHA
Static Readonly TEXTUREFORMAT_ LUMINANCESearch playground for TEXTUREFORMAT_LUMINANCE
LUMINANCE
Static Readonly TEXTUREFORMAT_ LUMINANCE_ ALPHASearch playground for TEXTUREFORMAT_LUMINANCE_ALPHA
LUMINANCE_ALPHA
Static Readonly TEXTUREFORMAT_ RSearch playground for TEXTUREFORMAT_R
RED (2nd reference)
Static Readonly TEXTUREFORMAT_ REDSearch playground for TEXTUREFORMAT_RED
RED
Static Readonly TEXTUREFORMAT_ RED_ INTEGERSearch playground for TEXTUREFORMAT_RED_INTEGER
RED_INTEGER
Static Readonly TEXTUREFORMAT_ RGSearch playground for TEXTUREFORMAT_RG
RG
Static Readonly TEXTUREFORMAT_ RGBSearch playground for TEXTUREFORMAT_RGB
RGB
Static Readonly TEXTUREFORMAT_ RGBASearch playground for TEXTUREFORMAT_RGBA
RGBA
Static Readonly TEXTUREFORMAT_ RGBA_ INTEGERSearch playground for TEXTUREFORMAT_RGBA_INTEGER
RGBA_INTEGER
Static Readonly TEXTUREFORMAT_ RGB_ INTEGERSearch playground for TEXTUREFORMAT_RGB_INTEGER
RGB_INTEGER
Static Readonly TEXTUREFORMAT_ RG_ INTEGERSearch playground for TEXTUREFORMAT_RG_INTEGER
RG_INTEGER
Static Readonly TEXTUREFORMAT_ R_INTEGERSearch playground for TEXTUREFORMAT_R_INTEGER
RED_INTEGER (2nd reference)
Static Readonly TEXTURETYPE_ BYTESearch playground for TEXTURETYPE_BYTE
BYTE
Static Readonly TEXTURETYPE_ FLOATSearch playground for TEXTURETYPE_FLOAT
FLOAT
Static Readonly TEXTURETYPE_ FLOAT_ 32_ UNSIGNED_ INT_ 24_ 8_REVSearch playground for TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV
FLOAT_32_UNSIGNED_INT_24_8_REV
Static Readonly TEXTURETYPE_ HALF_ FLOATSearch playground for TEXTURETYPE_HALF_FLOAT
HALF_FLOAT
Static Readonly TEXTURETYPE_ INTSearch playground for TEXTURETYPE_INT
INT
Static Readonly TEXTURETYPE_ SHORTSearch playground for TEXTURETYPE_SHORT
SHORT
Static Readonly TEXTURETYPE_ UNSIGNED_ BYTESearch playground for TEXTURETYPE_UNSIGNED_BYTE
UNSIGNED_BYTE
Static Readonly TEXTURETYPE_ UNSIGNED_ INTSearch playground for TEXTURETYPE_UNSIGNED_INT
UNSIGNED_BYTE (2nd reference)
Static Readonly TEXTURETYPE_ UNSIGNED_ INTEGERSearch playground for TEXTURETYPE_UNSIGNED_INTEGER
UNSIGNED_INT
Static Readonly TEXTURETYPE_ UNSIGNED_ INT_ 10 F_ 11 F_ 11 F_ REVSearch playground for TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV
UNSIGNED_INT_10F_11F_11F_REV
Static Readonly TEXTURETYPE_ UNSIGNED_ INT_ 24_ 8Search playground for TEXTURETYPE_UNSIGNED_INT_24_8
UNSIGNED_INT_24_8
Static Readonly TEXTURETYPE_ UNSIGNED_ INT_ 2_10_ 10_ 10_ REVSearch playground for TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV
UNSIGNED_INT_2_10_10_10_REV
Static Readonly TEXTURETYPE_ UNSIGNED_ INT_ 5_9_ 9_9_ REVSearch playground for TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV
UNSIGNED_INT_5_9_9_9_REV
Static Readonly TEXTURETYPE_ UNSIGNED_ SHORTSearch playground for TEXTURETYPE_UNSIGNED_SHORT
UNSIGNED_SHORT
Static Readonly TEXTURETYPE_ UNSIGNED_ SHORT_ 4_4_ 4_4Search playground for TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4
UNSIGNED_SHORT_4_4_4_4
Static Readonly TEXTURETYPE_ UNSIGNED_ SHORT_ 5_5_ 5_1Search playground for TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1
UNSIGNED_SHORT_5_5_5_1
Static Readonly TEXTURETYPE_ UNSIGNED_ SHORT_ 5_6_ 5Search playground for TEXTURETYPE_UNSIGNED_SHORT_5_6_5
UNSIGNED_SHORT_5_6_5
Static Readonly TEXTURE_ BILINEAR_ SAMPLINGMODESearch playground for TEXTURE_BILINEAR_SAMPLINGMODE
Bilinear is mag = linear and min = linear and mip = nearest
Static Readonly TEXTURE_ CLAMP_ ADDRESSMODESearch playground for TEXTURE_CLAMP_ADDRESSMODE
Texture is not repeating outside of 0..1 UVs
Static Readonly TEXTURE_ CUBIC_ MODESearch playground for TEXTURE_CUBIC_MODE
Cubic coordinates mode
Static Readonly TEXTURE_ EQUIRECTANGULAR_ MODESearch playground for TEXTURE_EQUIRECTANGULAR_MODE
Equirectangular coordinates mode
Static Readonly TEXTURE_ EXPLICIT_ MODESearch playground for TEXTURE_EXPLICIT_MODE
Explicit coordinates mode
Static Readonly TEXTURE_ FIXED_ EQUIRECTANGULAR_ MIRRORED_ MODESearch playground for TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE
Equirectangular Fixed Mirrored coordinates mode
Static Readonly TEXTURE_ FIXED_ EQUIRECTANGULAR_ MODESearch playground for TEXTURE_FIXED_EQUIRECTANGULAR_MODE
Equirectangular Fixed coordinates mode
Static Readonly TEXTURE_ INVCUBIC_ MODESearch playground for TEXTURE_INVCUBIC_MODE
Inverse Cubic coordinates mode
Static Readonly TEXTURE_ LINEAR_ LINEARSearch playground for TEXTURE_LINEAR_LINEAR
mag = linear and min = linear and mip = none
Static Readonly TEXTURE_ LINEAR_ LINEAR_ MIPLINEARSearch playground for TEXTURE_LINEAR_LINEAR_MIPLINEAR
Trilinear is mag = linear and min = linear and mip = linear
Static Readonly TEXTURE_ LINEAR_ LINEAR_ MIPNEARESTSearch playground for TEXTURE_LINEAR_LINEAR_MIPNEAREST
Bilinear is mag = linear and min = linear and mip = nearest
Static Readonly TEXTURE_ LINEAR_ NEARESTSearch playground for TEXTURE_LINEAR_NEAREST
mag = linear and min = nearest and mip = none
Static Readonly TEXTURE_ LINEAR_ NEAREST_ MIPLINEARSearch playground for TEXTURE_LINEAR_NEAREST_MIPLINEAR
mag = linear and min = nearest and mip = linear
Static Readonly TEXTURE_ LINEAR_ NEAREST_ MIPNEARESTSearch playground for TEXTURE_LINEAR_NEAREST_MIPNEAREST
mag = linear and min = nearest and mip = nearest
Static Readonly TEXTURE_ MIRROR_ ADDRESSMODESearch playground for TEXTURE_MIRROR_ADDRESSMODE
Texture is repeating and mirrored
Static Readonly TEXTURE_ NEAREST_ LINEARSearch playground for TEXTURE_NEAREST_LINEAR
mag = nearest and min = linear and mip = none
Static Readonly TEXTURE_ NEAREST_ LINEAR_ MIPLINEARSearch playground for TEXTURE_NEAREST_LINEAR_MIPLINEAR
mag = nearest and min = linear and mip = linear
Static Readonly TEXTURE_ NEAREST_ LINEAR_ MIPNEARESTSearch playground for TEXTURE_NEAREST_LINEAR_MIPNEAREST
mag = nearest and min = linear and mip = nearest
Static Readonly TEXTURE_ NEAREST_ NEARESTSearch playground for TEXTURE_NEAREST_NEAREST
mag = nearest and min = nearest and mip = none
Static Readonly TEXTURE_ NEAREST_ NEAREST_ MIPLINEARSearch playground for TEXTURE_NEAREST_NEAREST_MIPLINEAR
nearest is mag = nearest and min = nearest and mip = linear
Static Readonly TEXTURE_ NEAREST_ NEAREST_ MIPNEARESTSearch playground for TEXTURE_NEAREST_NEAREST_MIPNEAREST
mag = nearest and min = nearest and mip = nearest
Static Readonly TEXTURE_ NEAREST_ SAMPLINGMODESearch playground for TEXTURE_NEAREST_SAMPLINGMODE
nearest is mag = nearest and min = nearest and mip = none
Static Readonly TEXTURE_ PLANAR_ MODESearch playground for TEXTURE_PLANAR_MODE
Planar coordinates mode
Static Readonly TEXTURE_ PROJECTION_ MODESearch playground for TEXTURE_PROJECTION_MODE
Projection coordinates mode
Static Readonly TEXTURE_ SKYBOX_ MODESearch playground for TEXTURE_SKYBOX_MODE
Skybox coordinates mode
Static Readonly TEXTURE_ SPHERICAL_ MODESearch playground for TEXTURE_SPHERICAL_MODE
Spherical coordinates mode
Static Readonly TEXTURE_ TRILINEAR_ SAMPLINGMODESearch playground for TEXTURE_TRILINEAR_SAMPLINGMODE
Trilinear is mag = linear and min = linear and mip = linear
Static Readonly TEXTURE_ WRAP_ ADDRESSMODESearch playground for TEXTURE_WRAP_ADDRESSMODE
Texture is repeating outside of 0..1 UVs
Static _ Rescale Post Process FactorySearch playground for _RescalePostProcessFactory
Method called to create the default rescale post process on each engine.
Static audio EngineSearch playground for audioEngine
Gets the audio engine
Accessors
alpha State
-
Gets the alpha state manager
Returns AlphaState
current Viewport
-
Gets the current viewport
Returns Nullable<IViewportLike>
depth Culling State
-
Gets the depth culling state manager
Returns DepthCullingState
description
-
Returns a string describing the current engine
Returns string
do Not Handle Context Lost
-
Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
Returns boolean
-
Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
Parameters
-
value: boolean
Returns any
-
empty Cube Texture
-
Gets the default empty cube texture
Returns InternalTexture
empty Texture
-
Gets the default empty texture
Returns InternalTexture
empty Texture2DArray
-
Gets the default empty 2D array texture
Returns InternalTexture
empty Texture3D
-
Gets the default empty 3D texture
Returns InternalTexture
frame Id
-
Gets the current frame id
Returns number
framebuffer Dimensions Object
-
sets the object from which width and height will be taken from when getting render width and height Will fallback to the gl object
Parameters
-
dimensions: Nullable<{ framebufferHeight: number; framebufferWidth: number }>
the framebuffer width and height that will be used.
Returns any
-
is Stencil Enable
-
Returns true if the stencil buffer has been enabled through the creation option of the context.
Returns boolean
is WebGPU
-
Gets a boolean indicating if the engine runs in WebGPU or not.
Returns boolean
loading Screen
-
Gets the current loading screen object
Returns ILoadingScreen
-
Sets the current loading screen object
Parameters
-
loadingScreen: ILoadingScreen
Returns any
-
loadingUIBackground Color
-
Sets the current loading screen background color
Parameters
-
color: string
Returns any
-
loadingUIText
-
Sets the current loading screen text
Parameters
-
text: string
Returns any
-
name
-
Returns the name of the engine
Returns string
needPOTTextures
-
Gets a boolean indicating that only power of 2 textures are supported Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
Returns boolean
performance Monitor
-
Gets the performance monitor attached to this engine
Returns PerformanceMonitor
shader Platform Name
-
Gets the shader platfrom name used by the effects.
Returns string
stencil State
-
Gets the stencil state manager
Returns StencilState
supports Uniform Buffers
-
Gets a boolean indicating that the engine supports uniform buffers
Returns boolean
version
-
Returns the version of the engine
Returns number
webGLVersion
-
Gets version of the current webGL context Keep it for back compat - use version instead
Returns number
Static Has Major Performance Caveat
-
Gets a boolean indicating if the engine can be instanciated on a performant device (ie. if a webGL context can be found and it does not use a slow implementation)
Returns boolean
Static Instances
-
Gets the list of created engines
Returns Engine[]
Static Is Supported
-
Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
Returns boolean
Static Last Created Engine
Static Last Created Scene
Static Npm Package
-
Returns the current npm package of the sdk
Returns string
Static Shaders Repository
-
Gets or sets the relative url used to load shaders if using the engine in non-minified mode
Returns string
-
Gets or sets the relative url used to load shaders if using the engine in non-minified mode
Parameters
-
value: string
Returns any
-
Static Version
-
Returns the current version of the framework
Returns string
Methods
_create Depth Stencil Cube TextureSearch playground for _createDepthStencilCubeTexture
-
Creates a depth stencil cube texture. This is only available in WebGL 2.
Parameters
-
size: number
The size of face edge in the cube texture.
-
options: DepthTextureCreationOptions
The options defining the cube texture.
Returns InternalTexture
The cube texture
-
_delete Pipeline ContextSearch playground for _deletePipelineContext
-
Parameters
-
pipelineContext: IPipelineContext
Returns void
-
_release TextureSearch playground for _releaseTexture
-
Parameters
-
texture: InternalTexture
Returns void
-
_render LoopSearch playground for _renderLoop
-
Returns void
apply StatesSearch playground for applyStates
-
Apply all cached states (depth, culling, stencil and alpha)
Returns void
are All Effects ReadySearch playground for areAllEffectsReady
-
Gets a boolean indicating if all created effects are ready
Returns boolean
true if all effects are ready
attach Context Lost EventSearch playground for attachContextLostEvent
-
Attach a new callback raised when context lost event is fired
Parameters
-
callback: (event: WebGLContextEvent) => void
defines the callback to call
-
-
Parameters
-
event: WebGLContextEvent
Returns void
-
-
-
Returns void
-
attach Context Restored EventSearch playground for attachContextRestoredEvent
-
Attach a new callback raised when context restored event is fired
Parameters
-
callback: (event: WebGLContextEvent) => void
defines the callback to call
-
-
Parameters
-
event: WebGLContextEvent
Returns void
-
-
-
Returns void
-
begin FrameSearch playground for beginFrame
-
Begin a new frame
Returns void
begin Occlusion QuerySearch playground for beginOcclusionQuery
-
Initiates an occlusion query
Parameters
-
algorithmType: number
defines the algorithm to use
-
query: WebGLQuery
defines the query to use
Returns Engine
the current engine
-
begin Transform FeedbackSearch playground for beginTransformFeedback
-
Begins a transform feedback operation
Parameters
-
usePoints: boolean
defines if points or triangles must be used
Returns void
-
bind Array BufferSearch playground for bindArrayBuffer
-
Bind a webGL buffer to the webGL context
Parameters
-
buffer: Nullable<DataBuffer>
defines the buffer to bind
Returns void
-
bind AttachmentsSearch playground for bindAttachments
-
Select a subsets of attachments to draw to.
Parameters
-
attachments: number[]
gl attachments
Returns void
-
bind BuffersSearch playground for bindBuffers
-
Bind a list of vertex buffers to the webGL context
Parameters
-
vertexBuffers: {}
defines the list of vertex buffers to bind
-
[key: string]: Nullable<VertexBuffer>
-
-
indexBuffer: Nullable<DataBuffer>
defines the index buffer to bind
-
effect: Effect
defines the effect associated with the vertex buffers
Returns void
-
bind Buffers DirectlySearch playground for bindBuffersDirectly
-
Bind webGl buffers directly to the webGL context
Parameters
-
vertexBuffer: DataBuffer
defines the vertex buffer to bind
-
indexBuffer: DataBuffer
defines the index buffer to bind
-
vertexDeclaration: number[]
defines the vertex declaration to use with the vertex buffer
-
vertexStrideSize: number
defines the vertex stride of the vertex buffer
-
effect: Effect
defines the effect associated with the vertex buffer
Returns void
-
bind FramebufferSearch playground for bindFramebuffer
-
Binds the frame buffer to the specified texture.
Parameters
-
texture: InternalTexture
The texture to render to or null for the default canvas
-
Optional faceIndex: number
The face of the texture to render to in case of cube texture
-
Optional requiredWidth: number
The width of the target to render to
-
Optional requiredHeight: number
The height of the target to render to
-
Optional forceFullscreenViewport: boolean
Forces the viewport to be the entire texture/screen if true
-
Optional lodLevel: number
defines the lod level to bind to the frame buffer
-
Optional layer: number
defines the 2d array index to bind to frame buffer to
Returns void
-
bind Instances BufferSearch playground for bindInstancesBuffer
-
Bind the content of a webGL buffer used with instantiation
Parameters
-
instancesBuffer: DataBuffer
defines the webGL buffer to bind
-
attributesInfo: InstancingAttributeInfo[]
defines the offsets or attributes information used to determine where data must be stored in the buffer
-
Optional computeStride: boolean
defines Whether to compute the strides from the info or use the default 0
Returns void
-
bind Multiview FramebufferSearch playground for bindMultiviewFramebuffer
-
Binds a multiview framebuffer to be drawn to
Parameters
-
multiviewTexture: InternalTexture
texture to bind
Returns void
-
bind SamplersSearch playground for bindSamplers
-
Binds an effect to the webGL context
Parameters
-
effect: Effect
defines the effect to bind
Returns void
-
bind Transform FeedbackSearch playground for bindTransformFeedback
-
Bind a webGL transform feedback object to the webgl context
Parameters
-
value: Nullable<WebGLTransformFeedback>
defines the webGL transform feedback object to bind
Returns void
-
bind Transform Feedback BufferSearch playground for bindTransformFeedbackBuffer
-
Bind a webGL buffer for a transform feedback operation
Parameters
-
value: Nullable<DataBuffer>
defines the webGL buffer to bind
Returns void
-
bind Uniform BlockSearch playground for bindUniformBlock
-
Bind a specific block at a given index in a specific shader program
Parameters
-
pipelineContext: IPipelineContext
defines the pipeline context to use
-
blockName: string
defines the block name
-
index: number
defines the index where to bind the block
Returns void
-
bind Uniform BufferSearch playground for bindUniformBuffer
-
Bind an uniform buffer to the current webGL context
Parameters
-
buffer: Nullable<DataBuffer>
defines the buffer to bind
Returns void
-
bind Uniform Buffer BaseSearch playground for bindUniformBufferBase
-
Bind a buffer to the current webGL context at a given location
Parameters
-
buffer: DataBuffer
defines the buffer to bind
-
location: number
defines the index where to bind the buffer
-
name: string
Name of the uniform variable to bind
Returns void
-
bind Vertex Array ObjectSearch playground for bindVertexArrayObject
-
Bind a specific vertex array object
Parameters
-
vertexArrayObject: WebGLVertexArrayObject
defines the vertex array object to bind
-
indexBuffer: Nullable<DataBuffer>
defines the index buffer to bind
Returns void
-
build Texture LayoutSearch playground for buildTextureLayout
-
Creates a layout object to draw/clear on specific textures in a MRT
Parameters
-
textureStatus: boolean[]
textureStatus[i] indicates if the i-th is active
Returns number[]
A layout to be fed to the engine, calling
bindAttachments
. -
cache Stencil StateSearch playground for cacheStencilState
-
Caches the the state of the stencil buffer
Returns void
clearSearch playground for clear
-
Clear the current render buffer or the current render target (if any is set up)
Parameters
-
color: Nullable<IColor4Like>
defines the color to use
-
backBuffer: boolean
defines if the back buffer must be cleared
-
depth: boolean
defines if the depth buffer must be cleared
-
Optional stencil: boolean
defines if the stencil buffer must be cleared
Returns void
-
clear AttachmentsSearch playground for clearAttachments
-
Clears a list of attachments
Parameters
-
attachments: number[]
list of the attachments
-
colorMain: Nullable<IColor4Like>
clear color for the main attachment (the first one)
-
colorOthers: Nullable<IColor4Like>
clear color for the other attachments
-
clearDepth: boolean
true to clear the depth buffer. Used only for the first attachment
-
clearStencil: boolean
true to clear the stencil buffer. Used only for the first attachment
Returns void
-
clear Internal Textures CacheSearch playground for clearInternalTexturesCache
-
Clears the list of texture accessible through engine. This can help preventing texture load conflict due to name collision.
Returns void
create Cube TextureSearch playground for createCubeTexture
-
Creates a cube texture
Parameters
-
rootUrl: string
defines the url where the files to load is located
-
scene: Nullable<Scene>
defines the current scene
-
files: Nullable<string[]>
defines the list of files to load (1 per face)
-
noMipmap: boolean | undefined
defines a boolean indicating that no mipmaps shall be generated (false by default)
-
onLoad: Nullable<(data?: any) => void>
defines an optional callback raised when the texture is loaded
-
onError: Nullable<(message?: string, exception?: any) => void>
defines an optional callback raised if there is an issue to load the texture
-
format: number | undefined
defines the format of the data
-
forcedExtension: any
defines the extension to use to pick the right loader
-
createPolynomials: boolean
if a polynomial sphere should be created for the cube texture
-
lodScale: number
defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
-
lodOffset: number
defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
-
fallback: Nullable<InternalTexture>
defines texture to use while falling back when (compressed) texture file not found.
-
loaderOptions: any
options to be passed to the loader
Returns InternalTexture
the cube texture as an InternalTexture
-
-
Creates a cube texture
Parameters
-
rootUrl: string
defines the url where the files to load is located
-
scene: Nullable<Scene>
defines the current scene
-
files: Nullable<string[]>
defines the list of files to load (1 per face)
-
noMipmap: boolean
defines a boolean indicating that no mipmaps shall be generated (false by default)
-
onLoad: Nullable<(data?: any) => void>
defines an optional callback raised when the texture is loaded
-
onError: Nullable<(message?: string, exception?: any) => void>
defines an optional callback raised if there is an issue to load the texture
-
format: number | undefined
defines the format of the data
-
forcedExtension: any
defines the extension to use to pick the right loader
Returns InternalTexture
the cube texture as an InternalTexture
-
-
Creates a cube texture
Parameters
-
rootUrl: string
defines the url where the files to load is located
-
scene: Nullable<Scene>
defines the current scene
-
files: Nullable<string[]>
defines the list of files to load (1 per face)
-
noMipmap: boolean
defines a boolean indicating that no mipmaps shall be generated (false by default)
-
onLoad: Nullable<(data?: any) => void>
defines an optional callback raised when the texture is loaded
-
onError: Nullable<(message?: string, exception?: any) => void>
defines an optional callback raised if there is an issue to load the texture
-
format: number | undefined
defines the format of the data
-
forcedExtension: any
defines the extension to use to pick the right loader
-
createPolynomials: boolean
if a polynomial sphere should be created for the cube texture
-
lodScale: number
defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
-
lodOffset: number
defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
Returns InternalTexture
the cube texture as an InternalTexture
-
create Depth Stencil TextureSearch playground for createDepthStencilTexture
-
Creates a depth stencil texture. This is only available in WebGL 2 or with the depth texture extension available.
Parameters
-
size: RenderTargetTextureSize
The size of face edge in the texture.
-
options: DepthTextureCreationOptions
The options defining the texture.
Returns InternalTexture
The texture
-
create Dynamic TextureSearch playground for createDynamicTexture
-
Creates a dynamic texture
Parameters
-
width: number
defines the width of the texture
-
height: number
defines the height of the texture
-
generateMipMaps: boolean
defines if the engine should generate the mip levels
-
samplingMode: number
defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
Returns InternalTexture
the dynamic texture inside an InternalTexture
-
create Dynamic Uniform BufferSearch playground for createDynamicUniformBuffer
-
Create a dynamic uniform buffer
Parameters
-
elements: FloatArray
defines the content of the uniform buffer
Returns DataBuffer
the webGL uniform buffer
-
create Dynamic Vertex BufferSearch playground for createDynamicVertexBuffer
-
Creates a dynamic vertex buffer
Parameters
-
data: DataArray
the data for the dynamic vertex buffer
Returns DataBuffer
the new WebGL dynamic buffer
-
create EffectSearch playground for createEffect
-
Create a new effect (used to store vertex/fragment shaders)
Parameters
-
baseName: any
defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
-
attributesNamesOrOptions: string[] | IEffectCreationOptions
defines either a list of attribute names or an IEffectCreationOptions object
-
uniformsNamesOrEngine: string[] | ThinEngine
defines either a list of uniform names or the engine to use
-
Optional samplers: string[]
defines an array of string used to represent textures
-
Optional defines: string
defines the string containing the defines to use to compile the shaders
-
Optional fallbacks: IEffectFallbacks
defines the list of potential fallbacks to use if shader conmpilation fails
-
Optional onCompiled: Nullable<(effect: Effect) => void>
defines a function to call when the effect creation is successful
-
Optional onError: Nullable<(effect: Effect, errors: string) => void>
defines a function to call when the effect creation has failed
-
Optional indexParameters: any
defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
Returns Effect
the new Effect
-
create Effect For ParticlesSearch playground for createEffectForParticles
-
Create an effect to use with particle systems. Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass the particle system for which you want to create a custom effect in the last parameter
Parameters
-
fragmentName: string
defines the base name of the effect (The name of file without .fragment.fx)
-
uniformsNames: string[]
defines a list of attribute names
-
samplers: string[]
defines an array of string used to represent textures
-
defines: string
defines the string containing the defines to use to compile the shaders
-
Optional fallbacks: EffectFallbacks
defines the list of potential fallbacks to use if shader conmpilation fails
-
Optional onCompiled: (effect: Effect) => void
defines a function to call when the effect creation is successful
-
-
Parameters
-
effect: Effect
Returns void
-
-
-
-
Optional onError: (effect: Effect, errors: string) => void
defines a function to call when the effect creation has failed
-
-
Parameters
-
effect: Effect
-
errors: string
Returns void
-
-
-
-
Optional particleSystem: IParticleSystem
the particle system you want to create the effect for
Returns Effect
the new Effect
-
create Index BufferSearch playground for createIndexBuffer
-
Creates a new index buffer
Parameters
-
indices: IndicesArray
defines the content of the index buffer
-
Optional updatable: boolean
defines if the index buffer must be updatable
Returns DataBuffer
a new webGL buffer
-
create Instances BufferSearch playground for createInstancesBuffer
-
Creates a webGL buffer to use with instanciation
Parameters
-
capacity: number
defines the size of the buffer
Returns DataBuffer
the webGL buffer
-
create Multiple Render TargetSearch playground for createMultipleRenderTarget
-
Create a multi render target texture
Parameters
-
size: any
defines the size of the texture
-
options: IMultiRenderTargetOptions
defines the creation options
Returns InternalTexture[]
the cube texture as an InternalTexture
-
create Multiview Render Target TextureSearch playground for createMultiviewRenderTargetTexture
-
Creates a new multiview render target
Parameters
-
width: number
defines the width of the texture
-
height: number
defines the height of the texture
Returns InternalTexture
the created multiview texture
-
create Pipeline ContextSearch playground for createPipelineContext
-
Creates a new pipeline context
Parameters
-
shaderProcessingContext: Nullable<ShaderProcessingContext>
defines the shader processing context used during the processing if available
Returns IPipelineContext
the new pipeline
-
create Prefiltered Cube TextureSearch playground for createPrefilteredCubeTexture
-
Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
Parameters
-
rootUrl: string
defines the url where the file to load is located
-
scene: Nullable<Scene>
defines the current scene
-
lodScale: number
defines scale to apply to the mip map selection
-
lodOffset: number
defines offset to apply to the mip map selection
-
Optional onLoad: Nullable<(internalTexture: Nullable<InternalTexture>) => void>
defines an optional callback raised when the texture is loaded
-
Optional onError: Nullable<(message?: string, exception?: any) => void>
defines an optional callback raised if there is an issue to load the texture
-
Optional format: number
defines the format of the data
-
Optional forcedExtension: any
defines the extension to use to pick the right loader
-
Optional createPolynomials: boolean
defines wheter or not to create polynomails harmonics for the texture
Returns InternalTexture
the cube texture as an InternalTexture
-
create QuerySearch playground for createQuery
-
Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
Returns WebGLQuery
the new query
create Raw Cube TextureSearch playground for createRawCubeTexture
-
Creates a new raw cube texture
Parameters
-
data: Nullable<ArrayBufferView[]>
defines the array of data to use to create each face
-
size: number
defines the size of the textures
-
format: number
defines the format of the data
-
type: number
defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
-
generateMipMaps: boolean
defines if the engine should generate the mip levels
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
samplingMode: number
defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
-
compression: Nullable<string>
defines the compression used (null by default)
Returns InternalTexture
the cube texture as an InternalTexture
-
create Raw Cube Texture From UrlSearch playground for createRawCubeTextureFromUrl
-
Creates a new raw cube texture from a specified url
Parameters
-
url: string
defines the url where the data is located
-
scene: Nullable<Scene>
defines the current scene
-
size: number
defines the size of the textures
-
format: number
defines the format of the data
-
type: number
defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
-
noMipmap: boolean
defines if the engine should avoid generating the mip levels
-
callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>
defines a callback used to extract texture data from loaded data
-
-
Parameters
-
ArrayBuffer: ArrayBuffer
Returns Nullable<ArrayBufferView[]>
-
-
-
-
mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>
defines to provide an optional tool to generate mip levels
-
onLoad: Nullable<() => void>
defines a callback called when texture is loaded
-
onError: Nullable<(message?: string, exception?: any) => void>
defines a callback called if there is an error
Returns InternalTexture
the cube texture as an InternalTexture
-
-
Creates a new raw cube texture from a specified url
Parameters
-
url: string
defines the url where the data is located
-
scene: Nullable<Scene>
defines the current scene
-
size: number
defines the size of the textures
-
format: number
defines the format of the data
-
type: number
defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
-
noMipmap: boolean
defines if the engine should avoid generating the mip levels
-
callback: (ArrayBuffer: ArrayBuffer) => Nullable<ArrayBufferView[]>
defines a callback used to extract texture data from loaded data
-
-
Parameters
-
ArrayBuffer: ArrayBuffer
Returns Nullable<ArrayBufferView[]>
-
-
-
-
mipmapGenerator: Nullable<(faces: ArrayBufferView[]) => ArrayBufferView[][]>
defines to provide an optional tool to generate mip levels
-
onLoad: Nullable<() => void>
defines a callback called when texture is loaded
-
onError: Nullable<(message?: string, exception?: any) => void>
defines a callback called if there is an error
-
samplingMode: number
defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns InternalTexture
the cube texture as an InternalTexture
-
create Raw Shader ProgramSearch playground for createRawShaderProgram
-
Directly creates a webGL program
Parameters
-
pipelineContext: IPipelineContext
defines the pipeline context to attach to
-
vertexCode: string
defines the vertex shader code to use
-
fragmentCode: string
defines the fragment shader code to use
-
Optional context: WebGLRenderingContext
defines the webGL context to use (if not set, the current one will be used)
-
Optional transformFeedbackVaryings: Nullable<string[]>
defines the list of transform feedback varyings to use
Returns WebGLProgram
the new webGL program
-
create Raw TextureSearch playground for createRawTexture
-
Creates a raw texture
Parameters
-
data: Nullable<ArrayBufferView>
defines the data to store in the texture
-
width: number
defines the width of the texture
-
height: number
defines the height of the texture
-
format: number
defines the format of the data
-
generateMipMaps: boolean
defines if the engine should generate the mip levels
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
samplingMode: number
defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
-
compression: Nullable<string>
defines the compression used (null by default)
-
type: number
defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
Returns InternalTexture
the raw texture inside an InternalTexture
-
create Raw Texture2DArraySearch playground for createRawTexture2DArray
-
Creates a new raw 2D array texture
Parameters
-
data: Nullable<ArrayBufferView>
defines the data used to create the texture
-
width: number
defines the width of the texture
-
height: number
defines the height of the texture
-
depth: number
defines the number of layers of the texture
-
format: number
defines the format of the texture
-
generateMipMaps: boolean
defines if the engine must generate mip levels
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
samplingMode: number
defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
-
compression: Nullable<string>
defines the compressed used (can be null)
-
textureType: number
defines the compressed used (can be null)
Returns InternalTexture
a new raw 2D array texture (stored in an InternalTexture)
-
create Raw Texture3DSearch playground for createRawTexture3D
-
Creates a new raw 3D texture
Parameters
-
data: Nullable<ArrayBufferView>
defines the data used to create the texture
-
width: number
defines the width of the texture
-
height: number
defines the height of the texture
-
depth: number
defines the depth of the texture
-
format: number
defines the format of the texture
-
generateMipMaps: boolean
defines if the engine must generate mip levels
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
samplingMode: number
defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
-
compression: Nullable<string>
defines the compressed used (can be null)
-
textureType: number
defines the compressed used (can be null)
Returns InternalTexture
a new raw 3D texture (stored in an InternalTexture)
-
create Render Target Cube TextureSearch playground for createRenderTargetCubeTexture
-
Creates a new render target cube texture
Parameters
-
size: number
defines the size of the texture
-
Optional options: Partial<RenderTargetCreationOptions>
defines the options used to create the texture
Returns InternalTexture
a new render target cube texture stored in an InternalTexture
-
create Render Target TextureSearch playground for createRenderTargetTexture
-
Creates a new render target texture
Parameters
-
size: RenderTargetTextureSize
defines the size of the texture
-
options: boolean | RenderTargetCreationOptions
defines the options used to create the texture
Returns InternalTexture
a new render target texture stored in an InternalTexture
-
create Shader ProgramSearch playground for createShaderProgram
-
Parameters
-
pipelineContext: IPipelineContext
-
vertexCode: string
-
fragmentCode: string
-
defines: Nullable<string>
-
Optional context: WebGLRenderingContext
-
Optional transformFeedbackVaryings: Nullable<string[]>
Returns WebGLProgram
-
create TextureSearch playground for createTexture
-
Usually called from Texture.ts. Passed information to create a WebGLTexture
Parameters
-
url: Nullable<string>
defines a value which contains one of the following:
- A conventional http URL, e.g. 'http://...' or 'file://...'
- A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
- An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
-
noMipmap: boolean
defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
-
invertY: boolean
when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)
-
scene: Nullable<ISceneLike>
needed for loading to the correct scene
-
Optional samplingMode: number
mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
-
Optional onLoad: Nullable<() => void>
optional callback to be called upon successful completion
-
Optional onError: Nullable<(message: string, exception: any) => void>
optional callback to be called upon failure
-
Optional buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>
a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob
-
Optional fallback: Nullable<InternalTexture>
an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
-
Optional format: Nullable<number>
internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
-
Optional forcedExtension: Nullable<string>
defines the extension to use to pick the right loader
-
Optional mimeType: string
defines an optional mime type
-
Optional loaderOptions: any
options to be passed to the loader
Returns InternalTexture
a InternalTexture for assignment back into BABYLON.Texture
-
create Transform FeedbackSearch playground for createTransformFeedback
-
Creates a webGL transform feedback object Please makes sure to check webGLVersion property to check if you are running webGL 2+
Returns WebGLTransformFeedback
the webGL transform feedback object
create Uniform BufferSearch playground for createUniformBuffer
-
Create an uniform buffer
Parameters
-
elements: FloatArray
defines the content of the uniform buffer
Returns DataBuffer
the webGL uniform buffer
-
create Vertex BufferSearch playground for createVertexBuffer
-
Creates a vertex buffer
Parameters
-
data: DataArray
the data for the vertex buffer
Returns DataBuffer
the new WebGL static buffer
-
delete Instances BufferSearch playground for deleteInstancesBuffer
-
Delete a webGL buffer used with instanciation
Parameters
-
buffer: WebGLBuffer
defines the webGL buffer to delete
Returns void
-
delete QuerySearch playground for deleteQuery
-
Delete and release a webGL query
Parameters
-
query: WebGLQuery
defines the query to delete
Returns Engine
the current engine
-
delete Transform FeedbackSearch playground for deleteTransformFeedback
-
Delete a webGL transform feedback object
Parameters
-
value: WebGLTransformFeedback
defines the webGL transform feedback object to delete
Returns void
-
disable Attribute ByIndexSearch playground for disableAttributeByIndex
-
Disable the attribute corresponding to the location in parameter
Parameters
-
attributeLocation: number
defines the attribute location of the attribute to disable
Returns void
-
disable Instance AttributeSearch playground for disableInstanceAttribute
-
Disable the instance attribute corresponding to the location in parameter
Parameters
-
attributeLocation: number
defines the attribute location of the attribute to disable
Returns void
-
disable Instance Attribute ByNameSearch playground for disableInstanceAttributeByName
-
Disable the instance attribute corresponding to the name in parameter
Parameters
-
name: string
defines the name of the attribute to disable
Returns void
-
disable ScissorSearch playground for disableScissor
-
Disable previously set scissor test rectangle
Returns void
disableVRSearch playground for disableVR
-
Call this function to leave webVR mode Will do nothing if webVR is not supported or if there is no webVR device
Returns void
display LoadingUISearch playground for displayLoadingUI
-
Display the loading screen
Returns void
disposeSearch playground for dispose
-
Returns void
drawSearch playground for draw
-
Send a draw order
Parameters
-
useTriangles: boolean
defines if triangles must be used to draw (else wireframe will be used)
-
indexStart: number
defines the starting index
-
indexCount: number
defines the number of index to draw
-
Optional instancesCount: number
defines the number of instances to draw (if instanciation is enabled)
Returns void
-
draw Arrays TypeSearch playground for drawArraysType
-
Draw a list of unindexed primitives
Parameters
-
fillMode: number
defines the primitive to use
-
verticesStart: number
defines the index of first vertex to draw
-
verticesCount: number
defines the count of vertices to draw
-
Optional instancesCount: number
defines the number of instances to draw (if instanciation is enabled)
Returns void
-
draw Elements TypeSearch playground for drawElementsType
-
Draw a list of indexed primitives
Parameters
-
fillMode: number
defines the primitive to use
-
indexStart: number
defines the starting index
-
indexCount: number
defines the number of index to draw
-
Optional instancesCount: number
defines the number of instances to draw (if instanciation is enabled)
Returns void
-
draw Point CloudsSearch playground for drawPointClouds
-
Draw a list of points
Parameters
-
verticesStart: number
defines the index of first vertex to draw
-
verticesCount: number
defines the count of vertices to draw
-
Optional instancesCount: number
defines the number of instances to draw (if instanciation is enabled)
Returns void
-
draw UnIndexedSearch playground for drawUnIndexed
-
Draw a list of unindexed primitives
Parameters
-
useTriangles: boolean
defines if triangles must be used to draw (else wireframe will be used)
-
verticesStart: number
defines the index of first vertex to draw
-
verticesCount: number
defines the count of vertices to draw
-
Optional instancesCount: number
defines the number of instances to draw (if instanciation is enabled)
Returns void
-
enable EffectSearch playground for enableEffect
enable ScissorSearch playground for enableScissor
-
Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
Parameters
-
x: number
defines the x-coordinate of the top left corner of the clear rectangle
-
y: number
defines the y-coordinate of the corner of the clear rectangle
-
width: number
defines the width of the clear rectangle
-
height: number
defines the height of the clear rectangle
Returns void
-
enableVRSearch playground for enableVR
-
Call this function to switch to webVR mode Will do nothing if webVR is not supported or if there is no webVR device
Parameters
-
options: WebVROptions
the webvr options provided to the camera. mainly used for multiview
Returns void
-
end FrameSearch playground for endFrame
-
End the current frame
Returns void
end Occlusion QuerySearch playground for endOcclusionQuery
-
Ends an occlusion query
Parameters
-
algorithmType: number
defines the algorithm to use
Returns Engine
the current engine
-
end Time QuerySearch playground for endTimeQuery
-
Ends a time query
Parameters
-
token: _TimeToken
defines the token used to measure the time span
Returns int
the time spent (in ns)
-
end Transform FeedbackSearch playground for endTransformFeedback
-
Ends a transform feedback operation
Returns void
enter FullscreenSearch playground for enterFullscreen
-
Enters full screen mode
Parameters
-
requestPointerLock: boolean
defines if a pointer lock should be requested from the user
Returns void
-
enter PointerlockSearch playground for enterPointerlock
-
Enters Pointerlock mode
Returns void
exit FullscreenSearch playground for exitFullscreen
-
Exits full screen mode
Returns void
exit PointerlockSearch playground for exitPointerlock
-
Exits Pointerlock mode
Returns void
flush FramebufferSearch playground for flushFramebuffer
-
Force a webGL flush (ie. a flush of all waiting webGL commands)
Returns void
generate Mip Maps For CubemapSearch playground for generateMipMapsForCubemap
-
Force the mipmap generation for the given render target texture
Parameters
-
texture: InternalTexture
defines the render target texture to use
-
Optional unbind: boolean
defines whether or not to unbind the texture after generation. Defaults to true.
Returns void
-
get Alpha EquationSearch playground for getAlphaEquation
-
Gets the current alpha equation.
Returns number
the current alpha equation
get Alpha ModeSearch playground for getAlphaMode
-
Gets the current alpha mode
Returns number
the current alpha mode
get Aspect RatioSearch playground for getAspectRatio
-
Gets current aspect ratio
Parameters
-
viewportOwner: IViewportOwnerLike
defines the camera to use to get the aspect ratio
-
Optional useScreen: boolean
defines if screen size must be used (or the current render target if any)
Returns number
a number defining the aspect ratio
-
get AttributesSearch playground for getAttributes
-
Gets the list of active attributes for a given webGL program
Parameters
-
pipelineContext: IPipelineContext
defines the pipeline context to use
-
attributesNames: string[]
defines the list of attribute names to get
Returns number[]
an array of indices indicating the offset of each attribute
-
get CapsSearch playground for getCaps
-
Gets the object containing all engine capabilities
Returns EngineCapabilities
the EngineCapabilities object
get Class NameSearch playground for getClassName
-
Gets a string identifying the name of the class
Returns string
"Engine" string
get Color WriteSearch playground for getColorWrite
-
Gets a boolean indicating if color writing is enabled
Returns boolean
the current color writing state
get Delta TimeSearch playground for getDeltaTime
-
Gets the time spent between current and previous frame
Returns number
a number representing the delta time in ms
get Depth BufferSearch playground for getDepthBuffer
-
Gets a boolean indicating if depth testing is enabled
Returns boolean
the current state
get Depth FunctionSearch playground for getDepthFunction
-
Gets the current depth function
Returns Nullable<number>
a number defining the depth function
get Depth WriteSearch playground for getDepthWrite
-
Gets a boolean indicating if depth writing is enabled
Returns boolean
the current depth writing state
get ErrorSearch playground for getError
-
Get the current error code of the webGL context
Returns number
the error code
get FpsSearch playground for getFps
-
Gets the current framerate
Returns number
a number representing the framerate
get Fragment Shader SourceSearch playground for getFragmentShaderSource
-
Gets the source code of the fragment shader associated with a specific webGL program
Parameters
-
program: WebGLProgram
defines the program to use
Returns Nullable<string>
a string containing the source code of the fragment shader associated with the program
-
get GlInfoSearch playground for getGlInfo
-
Gets an object containing information about the current webGL context
Returns { renderer: string; vendor: string; version: string }
an object containing the vender, the renderer and the version of the current webGL context
-
renderer: string
-
vendor: string
-
version: string
-
get Hardware Scaling LevelSearch playground for getHardwareScalingLevel
-
Gets the current hardware scaling level. By default the hardware scaling level is computed from the window device ratio. if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
Returns number
a number indicating the current hardware scaling level
get Host DocumentSearch playground for getHostDocument
-
Gets host document
Returns Nullable<Document>
the host document object
get Host WindowSearch playground for getHostWindow
get Input ElementSearch playground for getInputElement
-
Gets the HTML element used to attach event listeners
Returns Nullable<HTMLElement>
a HTML element
get Input Element Client RectSearch playground for getInputElementClientRect
-
Gets the client rect of the HTML element used for events
Returns Nullable<ClientRect>
a client rectanglee
get Loaded Textures CacheSearch playground for getLoadedTexturesCache
-
Gets the list of loaded textures
Returns InternalTexture[]
an array containing all loaded textures
get Lockstep Max StepsSearch playground for getLockstepMaxSteps
-
Gets the max steps when engine is running in deterministic lock step
Returns number
the max steps
get Query ResultSearch playground for getQueryResult
-
Gets the value of a given query
Parameters
-
query: WebGLQuery
defines the query to check
Returns number
the value of the query
-
get Render HeightSearch playground for getRenderHeight
-
Gets the current render height
Parameters
-
Optional useScreen: boolean
defines if screen size must be used (or the current render target if any)
Returns number
a number defining the current render height
-
get Render WidthSearch playground for getRenderWidth
-
Gets the current render width
Parameters
-
Optional useScreen: boolean
defines if screen size must be used (or the current render target if any)
Returns number
a number defining the current render width
-
get Rendering CanvasSearch playground for getRenderingCanvas
-
Gets the HTML canvas attached with the current webGL context
Returns Nullable<HTMLCanvasElement>
a HTML canvas
get Rendering Canvas Client RectSearch playground for getRenderingCanvasClientRect
-
Gets the client rect of the HTML canvas attached with the current webGL context
Returns Nullable<ClientRect>
a client rectanglee
get Screen Aspect RatioSearch playground for getScreenAspectRatio
-
Gets current screen aspect ratio
Returns number
a number defining the aspect ratio
get Stencil BufferSearch playground for getStencilBuffer
-
Gets a boolean indicating if stencil buffer is enabled
Returns boolean
the current stencil buffer state
get Stencil FunctionSearch playground for getStencilFunction
-
Gets the current stencil function
Returns number
a number defining the stencil function to use
get Stencil Function MaskSearch playground for getStencilFunctionMask
-
Gets the current stencil mask
Returns number
a number defining the stencil mask to use
get Stencil Function ReferenceSearch playground for getStencilFunctionReference
-
Gets the current stencil reference value
Returns number
a number defining the stencil reference value to use
get Stencil MaskSearch playground for getStencilMask
-
Gets the current stencil mask
Returns number
a number defining the new stencil mask to use
get Stencil Operation Depth FailSearch playground for getStencilOperationDepthFail
-
Gets the current stencil operation when depth fails
Returns number
a number defining stencil operation to use when depth fails
get Stencil Operation FailSearch playground for getStencilOperationFail
-
Gets the current stencil operation when stencil fails
Returns number
a number defining stencil operation to use when stencil fails
get Stencil Operation PassSearch playground for getStencilOperationPass
-
Gets the current stencil operation when stencil passes
Returns number
a number defining stencil operation to use when stencil passes
get Time StepSearch playground for getTimeStep
-
Returns the time in ms between steps when using deterministic lock step.
Returns number
time step in (ms)
get UniformsSearch playground for getUniforms
-
Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
Parameters
-
pipelineContext: IPipelineContext
defines the pipeline context to use
-
uniformsNames: string[]
defines the list of uniform names
Returns Nullable<WebGLUniformLocation>[]
an array of webGL uniform locations
-
getVRDeviceSearch playground for getVRDevice
-
Gets the current webVR device
Returns any
the current webVR device (or null)
get Vertex Shader SourceSearch playground for getVertexShaderSource
-
Gets the source code of the vertex shader associated with a specific webGL program
Parameters
-
program: WebGLProgram
defines the program to use
Returns Nullable<string>
a string containing the source code of the vertex shader associated with the program
-
getZOffsetSearch playground for getZOffset
-
Gets the current value of the zOffset
Returns number
the current zOffset state
hide LoadingUISearch playground for hideLoadingUI
-
Hide the loading screen
Returns void
init WebVRSearch playground for initWebVR
-
Initializes a webVR display and starts listening to display change events The onVRDisplayChangedObservable will be notified upon these changes
Returns Observable<IDisplayChangedEventArgs>
The onVRDisplayChangedObservable
init WebVRAsyncSearch playground for initWebVRAsync
-
Initializes a webVR display and starts listening to display change events The onVRDisplayChangedObservable will be notified upon these changes
Returns Promise<IDisplayChangedEventArgs>
A promise containing a VRDisplay and if vr is supported
is Deterministic Lock StepSearch playground for isDeterministicLockStep
-
Gets a boolean indicating that the engine is running in deterministic lock step mode
Returns boolean
true if engine is in deterministic lock step mode
is Query Result AvailableSearch playground for isQueryResultAvailable
-
Check if a given query has resolved and got its value
Parameters
-
query: WebGLQuery
defines the query to check
Returns boolean
true if the query got its value
-
isVRDevice PresentSearch playground for isVRDevicePresent
-
Gets a boolean indicating if a webVR device was detected
Returns boolean
true if a webVR device was detected
isVRPresentingSearch playground for isVRPresenting
-
Gets a boolean indicating that the system is in VR mode and is presenting
Returns boolean
true if VR mode is engaged
read PixelsSearch playground for readPixels
-
Reads pixels from the current frame buffer. Please note that this function can be slow
Parameters
-
x: number
defines the x coordinate of the rectangle where pixels must be read
-
y: number
defines the y coordinate of the rectangle where pixels must be read
-
width: number
defines the width of the rectangle where pixels must be read
-
height: number
defines the height of the rectangle where pixels must be read
-
Optional hasAlpha: boolean
defines whether the output should have alpha or not (defaults to true)
-
Optional flushRenderer: boolean
true to flush the renderer from the pending commands before reading the pixels
Returns Promise<ArrayBufferView>
a ArrayBufferView promise (Uint8Array) containing RGBA colors
-
record Vertex Array ObjectSearch playground for recordVertexArrayObject
-
Records a vertex array object
Parameters
-
vertexBuffers: {}
defines the list of vertex buffers to store
-
[key: string]: VertexBuffer
-
-
indexBuffer: Nullable<DataBuffer>
defines the index buffer to store
-
effect: Effect
defines the effect to store
Returns WebGLVertexArrayObject
the new vertex array object
-
register ViewSearch playground for registerView
-
Register a new child canvas
Parameters
-
canvas: HTMLCanvasElement
defines the canvas to register
-
Optional camera: Camera
defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
Returns EngineView
the associated view
-
release EffectsSearch playground for releaseEffects
-
Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled
Returns void
release Vertex Array ObjectSearch playground for releaseVertexArrayObject
-
Release and free the memory of a vertex array object
Parameters
-
vao: WebGLVertexArrayObject
defines the vertex array object to delete
Returns void
-
reset Texture CacheSearch playground for resetTextureCache
-
Reset the texture cache to empty state
Returns void
resizeSearch playground for resize
-
Resize the view according to the canvas' size
Parameters
-
Optional forceSetSize: boolean
true to force setting the sizes of the underlying canvas
Returns void
-
restore Default FramebufferSearch playground for restoreDefaultFramebuffer
-
Unbind the current render target and bind the default framebuffer
Returns void
restore Single AttachmentSearch playground for restoreSingleAttachment
-
Restores the webgl state to only draw on the main color attachment
Returns void
restore Stencil StateSearch playground for restoreStencilState
-
Restores the state of the stencil buffer
Returns void
run Render LoopSearch playground for runRenderLoop
-
Register and execute a render loop. The engine can have more than one render function
Parameters
-
renderFunction: () => void
defines the function to continuously execute
-
-
Returns void
-
-
Returns void
-
scissor ClearSearch playground for scissorClear
-
Executes a scissor clear (ie. a clear on a specific portion of the screen)
Parameters
-
x: number
defines the x-coordinate of the top left corner of the clear rectangle
-
y: number
defines the y-coordinate of the corner of the clear rectangle
-
width: number
defines the width of the clear rectangle
-
height: number
defines the height of the clear rectangle
-
clearColor: IColor4Like
defines the clear color
Returns void
-
set Alpha ConstantsSearch playground for setAlphaConstants
-
Sets alpha constants used by some alpha blending modes
Parameters
-
r: number
defines the red component
-
g: number
defines the green component
-
b: number
defines the blue component
-
a: number
defines the alpha component
Returns void
-
set Alpha EquationSearch playground for setAlphaEquation
-
Sets the current alpha equation
Parameters
-
equation: number
defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
Returns void
-
set Alpha ModeSearch playground for setAlphaMode
-
Sets the current alpha mode
Parameters
-
mode: number
defines the mode to use (one of the Engine.ALPHA_XXX)
-
Optional noDepthWriteChange: boolean
defines if depth writing state should remains unchanged (false by default)
Returns void
-
set ArraySearch playground for setArray
-
Set the value of an uniform to an array of number
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: number[] | Float32Array
defines the array of number to store
Returns boolean
true if the value was set
-
set Array2Search playground for setArray2
-
Set the value of an uniform to an array of number (stored as vec2)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: number[] | Float32Array
defines the array of number to store
Returns boolean
true if the value was set
-
set Array3Search playground for setArray3
-
Set the value of an uniform to an array of number (stored as vec3)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: number[] | Float32Array
defines the array of number to store
Returns boolean
true if the value was set
-
set Array4Search playground for setArray4
-
Set the value of an uniform to an array of number (stored as vec4)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: number[] | Float32Array
defines the array of number to store
Returns boolean
true if the value was set
-
set Color WriteSearch playground for setColorWrite
-
Enable or disable color writing
Parameters
-
enable: boolean
defines the state to set
Returns void
-
set Compressed Texture ExclusionsSearch playground for setCompressedTextureExclusions
-
Set the compressed texture extensions or file names to skip.
Parameters
-
skippedFiles: Array<string>
defines the list of those texture files you want to skip Example: [".dds", ".env", "myfile.png"]
Returns void
-
set Depth BufferSearch playground for setDepthBuffer
-
Enable or disable depth buffering
Parameters
-
enable: boolean
defines the state to set
Returns void
-
set Depth FunctionSearch playground for setDepthFunction
-
Sets the current depth function
Parameters
-
depthFunc: number
defines the function to use
Returns void
-
set Depth Function ToGreaterSearch playground for setDepthFunctionToGreater
-
Sets the current depth function to GREATER
Returns void
set Depth Function ToGreater OrEqualSearch playground for setDepthFunctionToGreaterOrEqual
-
Sets the current depth function to GEQUAL
Returns void
set Depth Function ToLessSearch playground for setDepthFunctionToLess
-
Sets the current depth function to LESS
Returns void
set Depth Function ToLess OrEqualSearch playground for setDepthFunctionToLessOrEqual
-
Sets the current depth function to LEQUAL
Returns void
set Depth Stencil TextureSearch playground for setDepthStencilTexture
-
Sets a depth stencil texture from a render target to the according uniform.
Parameters
-
channel: number
The texture channel
-
uniform: Nullable<WebGLUniformLocation>
The uniform to set
-
texture: Nullable<RenderTargetTexture>
The render target texture containing the depth stencil texture to apply
-
Optional name: string
The texture name
Returns void
-
set Depth WriteSearch playground for setDepthWrite
-
Enable or disable depth writing
Parameters
-
enable: boolean
defines the state to set
Returns void
-
set Direct ViewportSearch playground for setDirectViewport
-
Directly set the WebGL Viewport
Parameters
-
x: number
defines the x coordinate of the viewport (in screen space)
-
y: number
defines the y coordinate of the viewport (in screen space)
-
width: number
defines the width of the viewport (in screen space)
-
height: number
defines the height of the viewport (in screen space)
Returns Nullable<IViewportLike>
the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state
-
set Dithering StateSearch playground for setDitheringState
-
Sets a boolean indicating if the dithering state is enabled or disabled
Parameters
-
value: boolean
defines the dithering state
Returns void
-
set FloatSearch playground for setFloat
-
Set the value of an uniform to a number (float)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
value: number
defines the float number to store
Returns boolean
true if the value was transfered
-
set Float2Search playground for setFloat2
-
Set the value of an uniform to a vec2
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
Returns boolean
true if the value was set
-
set Float3Search playground for setFloat3
-
Set the value of an uniform to a vec3
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
-
z: number
defines the 3rd component of the value
Returns boolean
true if the value was set
-
set Float4Search playground for setFloat4
-
Set the value of an uniform to a vec4
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
-
z: number
defines the 3rd component of the value
-
w: number
defines the 4th component of the value
Returns boolean
true if the value was set
-
set Hardware Scaling LevelSearch playground for setHardwareScalingLevel
-
Defines the hardware scaling level. By default the hardware scaling level is computed from the window device ratio. if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.
Parameters
-
level: number
defines the level to use
Returns void
-
set IntSearch playground for setInt
-
Set the value of an uniform to a number (int)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
value: number
defines the int number to store
Returns boolean
true if the value was set
-
set Int2Search playground for setInt2
-
Set the value of an uniform to a int2
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
Returns boolean
true if the value was set
-
set Int3Search playground for setInt3
-
Set the value of an uniform to a int3
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
-
z: number
defines the 3rd component of the value
Returns boolean
true if the value was set
-
set Int4Search playground for setInt4
-
Set the value of an uniform to a int4
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
x: number
defines the 1st component of the value
-
y: number
defines the 2nd component of the value
-
z: number
defines the 3rd component of the value
-
w: number
defines the 4th component of the value
Returns boolean
true if the value was set
-
set Int ArraySearch playground for setIntArray
-
Set the value of an uniform to an array of int32
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: Int32Array
defines the array of int32 to store
Returns boolean
true if the value was set
-
set Int Array2Search playground for setIntArray2
-
Set the value of an uniform to an array of int32 (stored as vec2)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: Int32Array
defines the array of int32 to store
Returns boolean
true if the value was set
-
set Int Array3Search playground for setIntArray3
-
Set the value of an uniform to an array of int32 (stored as vec3)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: Int32Array
defines the array of int32 to store
Returns boolean
true if the value was set
-
set Int Array4Search playground for setIntArray4
-
Set the value of an uniform to an array of int32 (stored as vec4)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
array: Int32Array
defines the array of int32 to store
Returns boolean
true if the value was set
-
set MatricesSearch playground for setMatrices
-
Set the value of an uniform to an array of float32 (stored as matrices)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
matrices: Float32Array
defines the array of float32 to store
Returns boolean
true if the value was set
-
set Matrix2x2Search playground for setMatrix2x2
-
Set the value of an uniform to a matrix (2x2)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
matrix: Float32Array
defines the Float32Array representing the 2x2 matrix to store
Returns boolean
true if the value was set
-
set Matrix3x3Search playground for setMatrix3x3
-
Set the value of an uniform to a matrix (3x3)
Parameters
-
uniform: Nullable<WebGLUniformLocation>
defines the webGL uniform location where to store the value
-
matrix: Float32Array
defines the Float32Array representing the 3x3 matrix to store
Returns boolean
true if the value was set
-
set Rasterizer StateSearch playground for setRasterizerState
-
Sets a boolean indicating if the rasterizer state is enabled or disabled
Parameters
-
value: boolean
defines the rasterizer state
Returns void
-
set SizeSearch playground for setSize
-
Force a specific size of the canvas
Parameters
-
width: number
defines the new canvas' width
-
height: number
defines the new canvas' height
-
Optional forceSetSize: boolean
true to force setting the sizes of the underlying canvas
Returns boolean
true if the size was changed
-
set StateSearch playground for setState
-
Set various states to the webGL context
Parameters
-
culling: boolean
defines backface culling state
-
Optional zOffset: number
defines the value to apply to zOffset (0 by default)
-
Optional force: boolean
defines if states must be applied even if cache is up to date
-
Optional reverseSide: boolean
defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
Returns void
-
set Stencil BufferSearch playground for setStencilBuffer
-
Enable or disable the stencil buffer
Parameters
-
enable: boolean
defines if the stencil buffer must be enabled or disabled
Returns void
-
set Stencil FunctionSearch playground for setStencilFunction
-
Sets the current stencil function
Parameters
-
stencilFunc: number
defines the new stencil function to use
Returns void
-
set Stencil Function MaskSearch playground for setStencilFunctionMask
-
Sets the current stencil mask
Parameters
-
mask: number
defines the new stencil mask to use
Returns void
-
set Stencil Function ReferenceSearch playground for setStencilFunctionReference
-
Sets the current stencil reference
Parameters
-
reference: number
defines the new stencil reference to use
Returns void
-
set Stencil MaskSearch playground for setStencilMask
-
Sets the current stencil mask
Parameters
-
mask: number
defines the new stencil mask to use
Returns void
-
set Stencil Operation Depth FailSearch playground for setStencilOperationDepthFail
-
Sets the stencil operation to use when depth fails
Parameters
-
operation: number
defines the stencil operation to use when depth fails
Returns void
-
set Stencil Operation FailSearch playground for setStencilOperationFail
-
Sets the stencil operation to use when stencil fails
Parameters
-
operation: number
defines the stencil operation to use when stencil fails
Returns void
-
set Stencil Operation PassSearch playground for setStencilOperationPass
-
Sets the stencil operation to use when stencil passes
Parameters
-
operation: number
defines the stencil operation to use when stencil passes
Returns void
-
set TextureSearch playground for setTexture
-
Sets a texture to the according uniform.
Parameters
-
channel: number
The texture channel
-
uniform: Nullable<WebGLUniformLocation>
The uniform to set
-
texture: Nullable<ThinTexture>
The texture to apply
-
name: string
The name of the uniform in the effect
Returns void
-
set Texture ArraySearch playground for setTextureArray
-
Sets an array of texture to the webGL context
Parameters
-
channel: number
defines the channel where the texture array must be set
-
uniform: Nullable<WebGLUniformLocation>
defines the associated uniform location
-
textures: ThinTexture[]
defines the array of textures to bind
-
name: string
name of the channel
Returns void
-
set Texture Format ToUseSearch playground for setTextureFormatToUse
-
Set the compressed texture format to use, based on the formats you have, and the formats supported by the hardware / browser.
Khronos Texture Container (.ktx) files are used to support this. This format has the advantage of being specifically designed for OpenGL. Header elements directly correspond to API arguments needed to compressed textures. This puts the burden on the container generator to house the arcane code for determining these for current & future formats.
for description see https://www.khronos.org/opengles/sdk/tools/KTX/ for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
Note: The result of this call is not taken into account when a texture is base64.
Parameters
-
formatsAvailable: Array<string>
defines the list of those format families you have created on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
Current families are astc, dxt, pvrtc, etc2, & etc1.
Returns Nullable<string>
The extension selected.
-
set Texture From Post ProcessSearch playground for setTextureFromPostProcess
-
Sets a texture to the webGL context from a postprocess
Parameters
-
channel: number
defines the channel to use
-
postProcess: Nullable<PostProcess>
defines the source postprocess
-
name: string
name of the channel
Returns void
-
set Texture From Post Process OutputSearch playground for setTextureFromPostProcessOutput
-
Binds the output of the passed in post process to the texture channel specified
Parameters
-
channel: number
The channel the texture should be bound to
-
postProcess: Nullable<PostProcess>
The post process which's output should be bound
-
name: string
name of the channel
Returns void
-
set Tranform Feedback VaryingsSearch playground for setTranformFeedbackVaryings
-
Specify the varyings to use with transform feedback
Parameters
-
program: WebGLProgram
defines the associated webGL program
-
value: string[]
defines the list of strings representing the varying names
Returns void
-
set ViewportSearch playground for setViewport
-
Set the WebGL's viewport
Parameters
-
viewport: IViewportLike
defines the viewport element to be used
-
Optional requiredWidth: number
defines the width required for rendering. If not provided the rendering canvas' width is used
-
Optional requiredHeight: number
defines the height required for rendering. If not provided the rendering canvas' height is used
Returns void
-
setZOffsetSearch playground for setZOffset
-
Set the z offset to apply to current rendering
Parameters
-
value: number
defines the offset to apply
Returns void
-
start Time QuerySearch playground for startTimeQuery
-
Starts a time query (used to measure time spent by the GPU on a specific frame) Please note that only one query can be issued at a time
Returns Nullable<_TimeToken>
a time token used to track the time span
stop Render LoopSearch playground for stopRenderLoop
-
stop executing a render loop function and remove it from the execution array
Parameters
-
Optional renderFunction: () => void
defines the function to be removed. If not provided all functions will be removed.
-
-
Returns void
-
-
Returns void
-
switch FullscreenSearch playground for switchFullscreen
-
Toggle full screen mode
Parameters
-
requestPointerLock: boolean
defines if a pointer lock should be requested from the user
Returns void
-
un Bind FramebufferSearch playground for unBindFramebuffer
-
Unbind the current render target texture from the webGL context
Parameters
-
texture: InternalTexture
defines the render target texture to unbind
-
Optional disableGenerateMipMaps: boolean
defines a boolean indicating that mipmaps must not be generated
-
Optional onBeforeUnbind: () => void
defines a function which will be called before the effective unbind
-
-
Returns void
-
-
Returns void
-
un Bind Multi Color Attachment FramebufferSearch playground for unBindMultiColorAttachmentFramebuffer
-
Unbind a list of render target textures from the webGL context This is used only when drawBuffer extension or webGL2 are active
Parameters
-
textures: InternalTexture[]
defines the render target textures to unbind
-
disableGenerateMipMaps: boolean
defines a boolean indicating that mipmaps must not be generated
-
Optional onBeforeUnbind: () => void
defines a function which will be called before the effective unbind
-
-
Returns void
-
-
Returns void
-
un Register ViewSearch playground for unRegisterView
-
Remove a registered child canvas
Parameters
-
canvas: HTMLCanvasElement
defines the canvas to remove
Returns Engine
the current engine
-
unbind All AttributesSearch playground for unbindAllAttributes
-
Unbind all vertex attributes from the webGL context
Returns void
unbind All TexturesSearch playground for unbindAllTextures
-
Unbind all textures from the webGL context
Returns void
unbind Instance AttributesSearch playground for unbindInstanceAttributes
-
Unbind all instance attributes
Returns void
update And Bind Instances BufferSearch playground for updateAndBindInstancesBuffer
-
Update the content of a webGL buffer used with instanciation and bind it to the webGL context
Parameters
-
instancesBuffer: DataBuffer
defines the webGL buffer to update and bind
-
data: Float32Array
defines the data to store in the buffer
-
offsetLocations: number[] | InstancingAttributeInfo[]
defines the offsets or attributes information used to determine where data must be stored in the buffer
Returns void
-
update Array BufferSearch playground for updateArrayBuffer
-
update the bound buffer with the given data
Parameters
-
data: Float32Array
defines the data to update
Returns void
-
update Dynamic Index BufferSearch playground for updateDynamicIndexBuffer
-
Update a dynamic index buffer
Parameters
-
indexBuffer: DataBuffer
defines the target index buffer
-
indices: IndicesArray
defines the data to update
-
Optional offset: number
defines the offset in the target index buffer where update should start
Returns void
-
update Dynamic TextureSearch playground for updateDynamicTexture
-
Update the content of a dynamic texture
Parameters
-
texture: Nullable<InternalTexture>
defines the texture to update
-
source: ImageBitmap | ImageData | HTMLImageElement | HTMLCanvasElement | HTMLVideoElement | OffscreenCanvas
defines the source containing the data
-
Optional invertY: boolean
defines if data must be stored with Y axis inverted
-
Optional premulAlpha: boolean
defines if alpha is stored as premultiplied
-
Optional format: number
defines the format of the data
-
Optional forceBindTexture: boolean
if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
Returns void
-
update Dynamic Vertex BufferSearch playground for updateDynamicVertexBuffer
-
Updates a dynamic vertex buffer.
Parameters
-
vertexBuffer: DataBuffer
the vertex buffer to update
-
data: DataArray
the data used to update the vertex buffer
-
Optional byteOffset: number
the byte offset of the data
-
Optional byteLength: number
the byte length of the data
Returns void
-
update Multiple Render Target Texture Sample CountSearch playground for updateMultipleRenderTargetTextureSampleCount
-
Update the sample count for a given multiple render target texture
Parameters
-
textures: Nullable<InternalTexture[]>
defines the textures to update
-
samples: number
defines the sample count to set
Returns number
the effective sample count (could be 0 if multisample render targets are not supported)
-
update Raw Cube TextureSearch playground for updateRawCubeTexture
-
Update a raw cube texture
Parameters
-
texture: InternalTexture
defines the texture to udpdate
-
data: ArrayBufferView[]
defines the data to store
-
format: number
defines the data format
-
type: number
defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns void
-
-
Update a raw cube texture
Parameters
-
texture: InternalTexture
defines the texture to udpdate
-
data: ArrayBufferView[]
defines the data to store
-
format: number
defines the data format
-
type: number
defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
compression: Nullable<string>
defines the compression used (null by default)
Returns void
-
-
Update a raw cube texture
Parameters
-
texture: InternalTexture
defines the texture to udpdate
-
data: ArrayBufferView[]
defines the data to store
-
format: number
defines the data format
-
type: number
defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
compression: Nullable<string>
defines the compression used (null by default)
-
level: number
defines which level of the texture to update
Returns void
-
update Raw TextureSearch playground for updateRawTexture
-
Update a raw texture
Parameters
-
texture: Nullable<InternalTexture>
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store in the texture
-
format: number
defines the format of the data
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns void
-
-
Update a raw texture
Parameters
-
texture: Nullable<InternalTexture>
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store in the texture
-
format: number
defines the format of the data
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
compression: Nullable<string>
defines the compression used (null by default)
-
type: number
defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
Returns void
-
update Raw Texture2DArraySearch playground for updateRawTexture2DArray
-
Update a raw 2D array texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store
-
format: number
defines the data format
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns void
-
-
Update a raw 2D array texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store
-
format: number
defines the data format
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
compression: Nullable<string>
defines the used compression (can be null)
-
textureType: number
defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
Returns void
-
update Raw Texture3DSearch playground for updateRawTexture3D
-
Update a raw 3D texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store
-
format: number
defines the data format
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns void
-
-
Update a raw 3D texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
data: Nullable<ArrayBufferView>
defines the data to store
-
format: number
defines the data format
-
invertY: boolean
defines if data must be stored with Y axis inverted
-
compression: Nullable<string>
defines the used compression (can be null)
-
textureType: number
defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
Returns void
-
update Render Target Texture Sample CountSearch playground for updateRenderTargetTextureSampleCount
-
Updates the sample count of a render target texture
Parameters
-
texture: Nullable<InternalTexture>
defines the texture to update
-
samples: number
defines the sample count to set
Returns number
the effective sample count (could be 0 if multisample render targets are not supported)
-
update Texture Comparison FunctionSearch playground for updateTextureComparisonFunction
-
Updates a depth texture Comparison Mode and Function. If the comparison Function is equal to 0, the mode will be set to none. Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
Parameters
-
texture: InternalTexture
The texture to set the comparison function for
-
comparisonFunction: number
The comparison function to set, 0 if no comparison required
Returns void
-
update Texture DataSearch playground for updateTextureData
-
Update a portion of an internal texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
imageData: ArrayBufferView
defines the data to store into the texture
-
xOffset: number
defines the x coordinates of the update rectangle
-
yOffset: number
defines the y coordinates of the update rectangle
-
width: number
defines the width of the update rectangle
-
height: number
defines the height of the update rectangle
-
Optional faceIndex: number
defines the face index if texture is a cube (0 by default)
-
Optional lod: number
defines the lod level to update (0 by default)
Returns void
-
update Texture DimensionsSearch playground for updateTextureDimensions
-
Update the dimensions of a texture
Parameters
-
texture: InternalTexture
texture to update
-
width: number
new width of the texture
-
height: number
new height of the texture
-
Optional depth: number
new depth of the texture
Returns void
-
update Texture Sampling ModeSearch playground for updateTextureSamplingMode
-
Update the sampling mode of a given texture
Parameters
-
samplingMode: number
defines the required sampling mode
-
texture: InternalTexture
defines the texture to update
-
Optional generateMipMaps: boolean
defines whether to generate mipmaps for the texture
Returns void
-
update Texture Wrapping ModeSearch playground for updateTextureWrappingMode
-
Update the sampling mode of a given texture
Parameters
-
texture: InternalTexture
defines the texture to update
-
wrapU: Nullable<number>
defines the texture wrap mode of the u coordinates
-
Optional wrapV: Nullable<number>
defines the texture wrap mode of the v coordinates
-
Optional wrapR: Nullable<number>
defines the texture wrap mode of the r coordinates
Returns void
-
update Uniform BufferSearch playground for updateUniformBuffer
-
Update an existing uniform buffer
Parameters
-
uniformBuffer: DataBuffer
defines the target uniform buffer
-
elements: FloatArray
defines the content to update
-
Optional offset: number
defines the offset in the uniform buffer where update should start
-
Optional count: number
defines the size of the data to update
Returns void
-
update Video TextureSearch playground for updateVideoTexture
-
Update a video texture
Parameters
-
texture: Nullable<InternalTexture>
defines the texture to update
-
video: HTMLVideoElement
defines the video element to use
-
invertY: boolean
defines if data must be stored with Y axis inverted
Returns void
-
wipe CachesSearch playground for wipeCaches
-
Force the entire cache to be cleared You should not have to use this function unless your engine needs to share the webGL context with another engine
Parameters
-
Optional bruteForce: boolean
defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
Returns void
-
Static CeilingPOTSearch playground for CeilingPOT
-
Find the next highest power of two.
Parameters
-
x: number
Number to start search from.
Returns number
Next highest power of two.
-
Static Default Loading Screen FactorySearch playground for DefaultLoadingScreenFactory
-
Method called to create the default loading screen. This can be overriden in your own app.
Parameters
-
canvas: HTMLCanvasElement
The rendering canvas element
Returns ILoadingScreen
The loading screen
-
Static FloorPOTSearch playground for FloorPOT
-
Find the next lowest power of two.
Parameters
-
x: number
Number to start search from.
Returns number
Next lowest power of two.
-
Static Get Exponent OfTwoSearch playground for GetExponentOfTwo
-
Get the closest exponent of two
Parameters
-
value: number
defines the value to approximate
-
max: number
defines the maximum value to return
-
Optional mode: number
defines how to define the closest value
Returns number
closest exponent of two of the given value
-
Static Mark All Materials AsDirtySearch playground for MarkAllMaterialsAsDirty
-
Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
Parameters
-
flag: number
defines which part of the materials must be marked as dirty
-
Optional predicate: (mat: Material) => boolean
defines a predicate used to filter which materials should be affected
-
-
Parameters
-
mat: Material
Returns boolean
-
-
-
Returns void
-
Static NearestPOTSearch playground for NearestPOT
-
Find the nearest power of two.
Parameters
-
x: number
Number to start search from.
Returns number
Next nearest power of two.
-
Static Queue New FrameSearch playground for QueueNewFrame
-
Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
Parameters
-
func: () => void
the function to be called
-
-
Returns void
-
-
-
Optional requester: any
the object that will request the next frame. Falls back to window.
Returns number
frame number
-
Static _ Exit FullscreenSearch playground for _ExitFullscreen
-
Asks the browser to exit fullscreen mode
Returns void
Static _ Exit PointerlockSearch playground for _ExitPointerlock
-
Asks the browser to exit pointerlock mode
Returns void
Static _ Request FullscreenSearch playground for _RequestFullscreen
-
Ask the browser to promote the current element to fullscreen rendering mode
Parameters
-
element: HTMLElement
defines the DOM element to promote
Returns void
-
Static _ Request PointerlockSearch playground for _RequestPointerlock
-
Ask the browser to promote the current element to pointerlock mode
Parameters
-
element: HTMLElement
defines the DOM element to promote
Returns void
-
Static is SupportedSearch playground for isSupported
-
Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
Returns boolean
true if the engine can be created
The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio