Package-level declarations
Types
An axis-aligned 3D box represented by its center and half-extent.
A generic GPU buffer for storing data.
A generic GPU buffer for storing data.
A generic GPU buffer for storing data.
A generic GPU buffer for storing data.
A generic GPU buffer for storing data.
Camera represents the eye(s) through which the scene is viewed.
Camera represents the eye(s) through which the scene is viewed.
Camera represents the eye(s) through which the scene is viewed.
Camera represents the eye(s) through which the scene is viewed.
Camera represents the eye(s) through which the scene is viewed.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
ColorGrading is used to transform (modify or correct) the colors of the HDR buffer.
Utilities for color space conversions and color temperature calculations.
Utilities for color space conversions and color temperature calculations.
Utilities for color space conversions and color temperature calculations.
Utilities for color space conversions and color temperature calculations.
Utilities for color space conversions and color temperature calculations.
An EntityInstance is an opaque 32-bit identifier representing a component instance.
Manages entity creation, destruction, and lifecycle.
Manages entity creation, destruction, and lifecycle.
Manages entity creation, destruction, and lifecycle.
Manages entity creation, destruction, and lifecycle.
Manages entity creation, destruction, and lifecycle.
Fence is used to synchronize the application main thread with filament's rendering thread.
Fence is used to synchronize the application main thread with filament's rendering thread.
Fence is used to synchronize the application main thread with filament's rendering thread.
Fence is used to synchronize the application main thread with filament's rendering thread.
Fence is used to synchronize the application main thread with filament's rendering thread.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
Filament is the main module initialization singleton.
A buffer containing vertex indices into a VertexBuffer.
A buffer containing vertex indices into a VertexBuffer.
A buffer containing vertex indices into a VertexBuffer.
A buffer containing vertex indices into a VertexBuffer.
A buffer containing vertex indices into a VertexBuffer.
IndirectLight simulates environment lighting, a form of global illumination.
IndirectLight simulates environment lighting, a form of global illumination.
IndirectLight simulates environment lighting, a form of global illumination.
IndirectLight simulates environment lighting, a form of global illumination.
IndirectLight simulates environment lighting, a form of global illumination.
LightManager allows you to create light sources in the scene.
LightManager allows you to create light sources in the scene.
LightManager allows you to create light sources in the scene.
LightManager allows you to create light sources in the scene.
LightManager allows you to create light sources in the scene.
Material defines the visual appearance of a surface.
Material defines the visual appearance of a surface.
Material defines the visual appearance of a surface.
Material defines the visual appearance of a surface.
Material defines the visual appearance of a surface.
MaterialInstance customizes the parameters of a Material for per-object rendering.
MaterialInstance customizes the parameters of a Material for per-object rendering.
MaterialInstance customizes the parameters of a Material for per-object rendering.
MaterialInstance customizes the parameters of a Material for per-object rendering.
MaterialInstance customizes the parameters of a Material for per-object rendering.
A container for vertex morphing data that supports both automatic and manual morphing.
A container for vertex morphing data that supports both automatic and manual morphing.
A container for vertex morphing data that supports both automatic and manual morphing.
A container for vertex morphing data that supports both automatic and manual morphing.
A container for vertex morphing data that supports both automatic and manual morphing.
Android implementation of NativeSurface, wrapping a Surface-like object.
A platform-agnostic representation of a display surface.
A platform-agnostic representation of a display surface.
JVM implementation of NativeSurface. Wraps a raw native-window/layer pointer (passed as a Long address, or a MemorySegment) handed to FilaEngine_createSwapChain as a void*.
Native implementation of NativeSurface, wrapping a raw pointer.
Factory and manager for Renderables, which are entities that can be drawn.
Factory and manager for Renderables, which are entities that can be drawn.
Factory and manager for Renderables, which are entities that can be drawn.
Factory and manager for Renderables, which are entities that can be drawn.
Factory and manager for Renderables, which are entities that can be drawn.
Renderer represents an operating system window and manages frame rendering and pacing.
Renderer represents an operating system window and manages frame rendering and pacing.
Renderer represents an operating system window and manages frame rendering and pacing.
Renderer represents an operating system window and manages frame rendering and pacing.
Renderer represents an operating system window and manages frame rendering and pacing.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
An offscreen render target that can be associated with a View and contains weak references to a set of attached Texture objects.
A Scene is a collection of Renderables and Lights to be rendered together.
A Scene is a collection of Renderables and Lights to be rendered together.
A Scene is a collection of Renderables and Lights to be rendered together.
A Scene is a collection of Renderables and Lights to be rendered together.
A Scene is a collection of Renderables and Lights to be rendered together.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
SkinningBuffer is used to hold skinning data (bones) for skeletal animation.
Skybox renders a background environment cube around the camera.
Skybox renders a background environment cube around the camera.
Skybox renders a background environment cube around the camera.
Skybox renders a background environment cube around the camera.
Skybox renders a background environment cube around the camera.
Stream is used to attach a video stream to a Filament Texture.
Stream is used to attach a video stream to a Filament Texture.
Stream is used to attach a video stream to a Filament Texture.
Stream is used to attach a video stream to a Filament Texture.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
The surface orientation helper can be used to populate Filament-style TANGENTS buffers.
A SwapChain represents an Operating System's native renderable surface.
A SwapChain represents an Operating System's native renderable surface.
A SwapChain represents an Operating System's native renderable surface.
A SwapChain represents an Operating System's native renderable surface.
A SwapChain represents an Operating System's native renderable surface.
Texture represents a GPU texture resource.
Texture represents a GPU texture resource.
Texture represents a GPU texture resource.
Texture represents a GPU texture resource.
Texture represents a GPU texture resource.
TextureSampler defines how a texture is accessed during rendering.
TextureSampler defines how a texture is accessed during rendering.
TextureSampler defines how a texture is accessed during rendering.
TextureSampler defines how a texture is accessed during rendering.
TextureSampler defines how a texture is accessed during rendering.
Interface for tone mapping operators.
Interface for tone mapping operators.
Interface for tone mapping operators.
Interface for tone mapping operators.
Interface for tone mapping operators.
TransformManager allows managing transforms (4x4 matrices) for entities.
TransformManager allows managing transforms (4x4 matrices) for entities.
TransformManager allows managing transforms (4x4 matrices) for entities.
TransformManager allows managing transforms (4x4 matrices) for entities.
TransformManager allows managing transforms (4x4 matrices) for entities.
Holds a set of buffers that define the geometry of a Renderable.
Holds a set of buffers that define the geometry of a Renderable.
Holds a set of buffers that define the geometry of a Renderable.
Holds a set of buffers that define the geometry of a Renderable.
Holds a set of buffers that define the geometry of a Renderable.
A View encompasses all the state needed for rendering a Scene.
A View encompasses all the state needed for rendering a Scene.
A View encompasses all the state needed for rendering a Scene.
A View encompasses all the state needed for rendering a Scene.
A View encompasses all the state needed for rendering a Scene.