Builder

actual class Builder(count: Int)

Adds renderable components to entities using a builder pattern.

expect class Builder(count: Int)

Adds renderable components to entities using a builder pattern.

actual class Builder(count: Int)

Adds renderable components to entities using a builder pattern.

actual class Builder(count: Int)

Adds renderable components to entities using a builder pattern.

actual class Builder(count: Int)

Adds renderable components to entities using a builder pattern.

Constructors

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actual constructor(count: Int)
expect constructor(count: Int)
actual constructor(count: Int)
actual constructor(count: Int)
actual constructor(count: Int)

Functions

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actual fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder

Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.

expect fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder

Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.

actual fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder

Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.

actual fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder

Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.

actual fun blendOrder(index: Int, blendOrder: Int): RenderableManager.Builder

Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.

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The axis-aligned bounding box of the renderable.

The axis-aligned bounding box of the renderable.

The axis-aligned bounding box of the renderable.

The axis-aligned bounding box of the renderable.

The axis-aligned bounding box of the renderable.

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

Adds the Renderable component to an entity.

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

Adds the Renderable component to an entity.

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

Adds the Renderable component to an entity.

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

Adds the Renderable component to an entity.

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

Adds the Renderable component to an entity.

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Controls if this renderable casts shadows, false by default.

Controls if this renderable casts shadows, false by default.

Controls if this renderable casts shadows, false by default.

Controls if this renderable casts shadows, false by default.

Controls if this renderable casts shadows, false by default.

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actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

expect fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

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Controls frustum culling, true by default.

Controls frustum culling, true by default.

Controls frustum culling, true by default.

Controls frustum culling, true by default.

Controls frustum culling, true by default.

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Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.

Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.

Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.

Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.

Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.

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actual fun fog(enabled: Boolean): RenderableManager.Builder

Controls if this renderable is affected by the large-scale fog.

expect fun fog(enabled: Boolean): RenderableManager.Builder

Controls if this renderable is affected by the large-scale fog.

actual fun fog(enabled: Boolean): RenderableManager.Builder

Controls if this renderable is affected by the large-scale fog.

actual fun fog(enabled: Boolean): RenderableManager.Builder

Controls if this renderable is affected by the large-scale fog.

actual fun fog(enabled: Boolean): RenderableManager.Builder

Controls if this renderable is affected by the large-scale fog.

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Specifies the geometry data for a primitive using all vertices (non-indexed version).

Specifies the geometry data for a primitive.

Specifies the geometry data for a primitive (non-indexed version).

Specifies the geometry data for a primitive with offset and count.

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.

Specifies the geometry data for a primitive using all vertices (non-indexed version).

Specifies the geometry data for a primitive.

Specifies the geometry data for a primitive (non-indexed version).

Specifies the geometry data for a primitive with offset and count.

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.

Specifies the geometry data for a primitive using all vertices (non-indexed version).

Specifies the geometry data for a primitive.

Specifies the geometry data for a primitive (non-indexed version).

Specifies the geometry data for a primitive with offset and count.

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.

Specifies the geometry data for a primitive using all vertices (non-indexed version).

Specifies the geometry data for a primitive.

Specifies the geometry data for a primitive (non-indexed version).

Specifies the geometry data for a primitive with offset and count.

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.

Specifies the geometry data for a primitive using all vertices (non-indexed version).

Specifies the geometry data for a primitive.

Specifies the geometry data for a primitive (non-indexed version).

Specifies the geometry data for a primitive with offset and count.

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.

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Specify the type of geometry for this renderable.

Specify the type of geometry for this renderable.

Specify the type of geometry for this renderable.

Specify the type of geometry for this renderable.

Specify the type of geometry for this renderable.

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Sets whether the blend order is global or local to this Renderable (by default).

Sets whether the blend order is global or local to this Renderable (by default).

Sets whether the blend order is global or local to this Renderable (by default).

Sets whether the blend order is global or local to this Renderable (by default).

Sets whether the blend order is global or local to this Renderable (by default).

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actual fun instances(instanceCount: Int): RenderableManager.Builder

Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.

expect fun instances(instanceCount: Int): RenderableManager.Builder

Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.

actual fun instances(instanceCount: Int): RenderableManager.Builder

Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.

actual fun instances(instanceCount: Int): RenderableManager.Builder

Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.

actual fun instances(instanceCount: Int): RenderableManager.Builder

Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.

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actual fun layerMask(select: Int, value: Int): RenderableManager.Builder

Sets bits in a visibility mask. By default, this is 0x1.

expect fun layerMask(select: Int, value: Int): RenderableManager.Builder

Sets bits in a visibility mask. By default, this is 0x1.

actual fun layerMask(select: Int, value: Int): RenderableManager.Builder

Sets bits in a visibility mask. By default, this is 0x1.

actual fun layerMask(select: Int, value: Int): RenderableManager.Builder

Sets bits in a visibility mask. By default, this is 0x1.

actual fun layerMask(select: Int, value: Int): RenderableManager.Builder

Sets bits in a visibility mask. By default, this is 0x1.

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actual fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder

Enables or disables a light channel. Light channel 0 is enabled by default.

expect fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder

Enables or disables a light channel. Light channel 0 is enabled by default.

actual fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder

Enables or disables a light channel. Light channel 0 is enabled by default.

actual fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder

Enables or disables a light channel. Light channel 0 is enabled by default.

actual fun lightChannel(channel: Int, enable: Boolean): RenderableManager.Builder

Enables or disables a light channel. Light channel 0 is enabled by default.

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actual fun material(index: Int, materialInstance: MaterialInstance): RenderableManager.Builder

Binds a material instance to the specified primitive.

expect fun material(index: Int, materialInstance: MaterialInstance): RenderableManager.Builder

Binds a material instance to the specified primitive.

actual fun material(index: Int, materialInstance: MaterialInstance): RenderableManager.Builder

Binds a material instance to the specified primitive.

actual fun material(index: Int, materialInstance: MaterialInstance): RenderableManager.Builder

Binds a material instance to the specified primitive.

actual fun material(index: Int, materialInstance: MaterialInstance): RenderableManager.Builder

Binds a material instance to the specified primitive.

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actual fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder

Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(targetCount: Int): RenderableManager.Builder

Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.

expect fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder

Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.

expect fun morphing(targetCount: Int): RenderableManager.Builder

Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder

Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(targetCount: Int): RenderableManager.Builder

Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder

Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(targetCount: Int): RenderableManager.Builder

Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(morphTargetBuffer: MorphTargetBuffer): RenderableManager.Builder

Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.

actual fun morphing(targetCount: Int): RenderableManager.Builder

Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.

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actual fun priority(priority: Int): RenderableManager.Builder

Provides coarse-grained control over draw order.

expect fun priority(priority: Int): RenderableManager.Builder

Provides coarse-grained control over draw order.

actual fun priority(priority: Int): RenderableManager.Builder

Provides coarse-grained control over draw order.

actual fun priority(priority: Int): RenderableManager.Builder

Provides coarse-grained control over draw order.

actual fun priority(priority: Int): RenderableManager.Builder

Provides coarse-grained control over draw order.

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Controls if this renderable receives shadows, true by default.

Controls if this renderable receives shadows, true by default.

Controls if this renderable receives shadows, true by default.

Controls if this renderable receives shadows, true by default.

Controls if this renderable receives shadows, true by default.

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Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).

Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).

Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).

Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).

Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).

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actual fun skinning(boneCount: Int): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones, 0 by default.

actual fun skinning(boneCount: Int, bones: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.

actual fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder

Allows bones to be swapped out and shared using SkinningBuffer.

expect fun skinning(boneCount: Int): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones, 0 by default.

expect fun skinning(boneCount: Int, bones: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.

expect fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder

Allows bones to be swapped out and shared using SkinningBuffer.

actual fun skinning(boneCount: Int): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones, 0 by default.

actual fun skinning(boneCount: Int, bones: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.

actual fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder

Allows bones to be swapped out and shared using SkinningBuffer.

actual fun skinning(boneCount: Int): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones, 0 by default.

actual fun skinning(boneCount: Int, bones: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.

actual fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder

Allows bones to be swapped out and shared using SkinningBuffer.

actual fun skinning(boneCount: Int): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones, 0 by default.

actual fun skinning(boneCount: Int, bones: FloatArray): RenderableManager.Builder

Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.

actual fun skinning(skinningBuffer: SkinningBuffer, boneCount: Int, offset: Int): RenderableManager.Builder

Allows bones to be swapped out and shared using SkinningBuffer.