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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

count

number of indices to read (for triangles, this should be a multiple of 3)


actual fun geometry(index: Int, type: RenderableManager.PrimitiveType, vb: VertexBuffer, ib: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder

Specifies the geometry data for a primitive with explicit min/max indices.

Return

Builder reference for chaining calls.

Parameters

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

minIndex

specifies the minimum index contained in the index buffer

maxIndex

specifies the maximum index contained in the index buffer

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

offset

specifies where in the vertex buffer to start reading (expressed as a number of vertices)

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

count

number of indices to read (for triangles, this should be a multiple of 3)


expect fun geometry(index: Int, type: RenderableManager.PrimitiveType, vb: VertexBuffer, ib: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder

Specifies the geometry data for a primitive with explicit min/max indices.

Return

Builder reference for chaining calls.

Parameters

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

minIndex

specifies the minimum index contained in the index buffer

maxIndex

specifies the maximum index contained in the index buffer

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

offset

specifies where in the vertex buffer to start reading (expressed as a number of vertices)

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

count

number of indices to read (for triangles, this should be a multiple of 3)


actual fun geometry(index: Int, type: RenderableManager.PrimitiveType, vb: VertexBuffer, ib: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder

Specifies the geometry data for a primitive with explicit min/max indices.

Return

Builder reference for chaining calls.

Parameters

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

minIndex

specifies the minimum index contained in the index buffer

maxIndex

specifies the maximum index contained in the index buffer

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

offset

specifies where in the vertex buffer to start reading (expressed as a number of vertices)

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

count

number of indices to read (for triangles, this should be a multiple of 3)


actual fun geometry(index: Int, type: RenderableManager.PrimitiveType, vb: VertexBuffer, ib: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder

Specifies the geometry data for a primitive with explicit min/max indices.

Return

Builder reference for chaining calls.

Parameters

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

minIndex

specifies the minimum index contained in the index buffer

maxIndex

specifies the maximum index contained in the index buffer

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

offset

specifies where in the vertex buffer to start reading (expressed as a number of vertices)

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

count

number of indices to read (for triangles, this should be a multiple of 3)


actual fun geometry(index: Int, type: RenderableManager.PrimitiveType, vb: VertexBuffer, ib: IndexBuffer, offset: Int, minIndex: Int, maxIndex: Int, count: Int): RenderableManager.Builder

Specifies the geometry data for a primitive with explicit min/max indices.

Return

Builder reference for chaining calls.

Parameters

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

ib

specifies the index buffer (either u16 or u32)

offset

specifies where in the index buffer to start reading (expressed as a number of indices)

minIndex

specifies the minimum index contained in the index buffer

maxIndex

specifies the maximum index contained in the index buffer

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes

offset

specifies where in the vertex buffer to start reading (expressed as a number of vertices)

count

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

index

zero-based index of the primitive, must be less than the count passed to Builder constructor

type

specifies the topology of the primitive (e.g., PrimitiveType.TRIANGLES)

vb

specifies the vertex buffer, which in turn specifies a set of attributes