geometry
Specifies the geometry data for a primitive.
Associates a vertex buffer and an index buffer with a primitive. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive (non-indexed version).
Filament primitives normally have an associated vertex buffer and index buffer. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Non-indexed rendering: when indices are not provided, the primitive is treated as a non-indexed draw and offset / count refer to vertex offset and vertex count respectively.
Attribute-less rendering: This can be used for procedural rendering, where the vertex shader generates positions, UVs, etc procedurally, typically from gl_VertexIndex / gl_VertexID. The associated VertexBuffer may have bufferCount == 0 with no declared attributes. Attribute-less rendering requires FEATURE_LEVEL_1 or higher as GLES2 has no gl_VertexID and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
Specifies the geometry data for a primitive.
Associates a vertex buffer and an index buffer with a primitive. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive (non-indexed version).
Filament primitives normally have an associated vertex buffer and index buffer. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Non-indexed rendering: when indices are not provided, the primitive is treated as a non-indexed draw and offset / count refer to vertex offset and vertex count respectively.
Attribute-less rendering: This can be used for procedural rendering, where the vertex shader generates positions, UVs, etc procedurally, typically from gl_VertexIndex / gl_VertexID. The associated VertexBuffer may have bufferCount == 0 with no declared attributes. Attribute-less rendering requires FEATURE_LEVEL_1 or higher as GLES2 has no gl_VertexID and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
Specifies the geometry data for a primitive.
Associates a vertex buffer and an index buffer with a primitive. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive (non-indexed version).
Filament primitives normally have an associated vertex buffer and index buffer. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Non-indexed rendering: when indices are not provided, the primitive is treated as a non-indexed draw and offset / count refer to vertex offset and vertex count respectively.
Attribute-less rendering: This can be used for procedural rendering, where the vertex shader generates positions, UVs, etc procedurally, typically from gl_VertexIndex / gl_VertexID. The associated VertexBuffer may have bufferCount == 0 with no declared attributes. Attribute-less rendering requires FEATURE_LEVEL_1 or higher as GLES2 has no gl_VertexID and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
Specifies the geometry data for a primitive.
Associates a vertex buffer and an index buffer with a primitive. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive (non-indexed version).
Filament primitives normally have an associated vertex buffer and index buffer. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Non-indexed rendering: when indices are not provided, the primitive is treated as a non-indexed draw and offset / count refer to vertex offset and vertex count respectively.
Attribute-less rendering: This can be used for procedural rendering, where the vertex shader generates positions, UVs, etc procedurally, typically from gl_VertexIndex / gl_VertexID. The associated VertexBuffer may have bufferCount == 0 with no declared attributes. Attribute-less rendering requires FEATURE_LEVEL_1 or higher as GLES2 has no gl_VertexID and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
Specifies the geometry data for a primitive.
Associates a vertex buffer and an index buffer with a primitive. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
Specifies the geometry data for a primitive with offset and count.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive with explicit min/max indices.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies the index buffer (either u16 or u32)
specifies where in the index buffer to start reading (expressed as a number of indices)
specifies the minimum index contained in the index buffer
specifies the maximum index contained in the index buffer
number of indices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive (non-indexed version).
Filament primitives normally have an associated vertex buffer and index buffer. Typically, each primitive is specified with a pair of daisy-chained calls: geometry(...) and material(...).
Non-indexed rendering: when indices are not provided, the primitive is treated as a non-indexed draw and offset / count refer to vertex offset and vertex count respectively.
Attribute-less rendering: This can be used for procedural rendering, where the vertex shader generates positions, UVs, etc procedurally, typically from gl_VertexIndex / gl_VertexID. The associated VertexBuffer may have bufferCount == 0 with no declared attributes. Attribute-less rendering requires FEATURE_LEVEL_1 or higher as GLES2 has no gl_VertexID and is incompatible with skinning and morphing.
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes
specifies where in the vertex buffer to start reading (expressed as a number of vertices)
number of vertices to read (for triangles, this should be a multiple of 3)
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Return
Builder reference for chaining calls.
Parameters
zero-based index of the primitive, must be less than the count passed to Builder constructor
specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)
specifies the vertex buffer, which in turn specifies a set of attributes