build

actual fun build(engine: Engine, entity: Entity)

Adds the Renderable component to an entity.

Parameters

engine

Reference to the filament Engine to associate this Renderable with.

entity

Entity to add the Renderable component to.

If this component already exists on the given entity and the construction is successful, it is first destroyed as if destroy(entity) was called. In case of error, the existing component is unmodified.

expect fun build(engine: Engine, entity: Entity)

Adds the Renderable component to an entity.

Parameters

engine

Reference to the filament Engine to associate this Renderable with.

entity

Entity to add the Renderable component to.

If this component already exists on the given entity and the construction is successful, it is first destroyed as if destroy(entity) was called. In case of error, the existing component is unmodified.

actual fun build(engine: Engine, entity: Entity)

Adds the Renderable component to an entity.

Parameters

engine

Reference to the filament Engine to associate this Renderable with.

entity

Entity to add the Renderable component to.

If this component already exists on the given entity and the construction is successful, it is first destroyed as if destroy(entity) was called. In case of error, the existing component is unmodified.

actual fun build(engine: Engine, entity: Entity)

Adds the Renderable component to an entity.

Parameters

engine

Reference to the filament Engine to associate this Renderable with.

entity

Entity to add the Renderable component to.

If this component already exists on the given entity and the construction is successful, it is first destroyed as if destroy(entity) was called. In case of error, the existing component is unmodified.

actual fun build(engine: Engine, entity: Entity)

Adds the Renderable component to an entity.

Parameters

engine

Reference to the filament Engine to associate this Renderable with.

entity

Entity to add the Renderable component to.

If this component already exists on the given entity and the construction is successful, it is first destroyed as if destroy(entity) was called. In case of error, the existing component is unmodified.