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render
CapsAdmin edited this page Dec 9, 2017
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48 revisions
##shared
- render.AddGlobalShaderCode(glsl_code, function_name)
- render.AddTextureDecoder(id, callback)
- render.CreateBlankTexture(size, shade)
- render.CreateFrameBuffer(size, textures, id_override)
- render.CreateIndexBuffer()
- render.CreateMaterialTemplate(name)
- render.CreateMaterial(name)
- render.CreateQuery(type)
- render.CreateShaderProgram()
- render.CreateShaderVariableBuffer(typ, size, persistent)
- render.CreateShaderVariables(typ, shader, name, extra_size, persistent)
- render.CreateShader(data, vars)
- render.CreateTextureAtlas(page_width, page_height, filtering)
- render.CreateTextureFromPath(str)
- render.CreateTexture(type)
- render.CreateVertexBuffer(mesh_layout, vertices, is_valid_table)
- render.DecodeTexture(data, path_hint)
- render.GenerateTextures()
- render.GetBlackTexture()
- render.GetBlendMode()
- render.GetCullMode()
- render.GetDebug()
- render.GetDepth()
- render.GetDir()
- render.GetErrorMaterial()
- render.GetErrorTexture()
- render.GetFrameBuffer()
- render.GetGlobalShaderBlockIndex(shader_block_info)
- render.GetGlobalShaderCode(code, glsl_variables)
- render.GetGlobalShaderVariableBlock()
- render.GetGlobalShaderVariables(code, const)
- render.GetGreyTexture()
- render.GetHeight()
- render.GetHemisphereNormalsTexture()
- render.GetLoadingTexture()
- render.GetMaterial()
- render.GetNoiseTexture()
- render.GetPresetBlendMode()
- render.GetScissor()
- render.GetScreenFrameBuffer()
- render.GetScreenSize()
- render.GetShaders()
- render.GetShadingLanguageVersion()
- render.GetStencil()
- render.GetTextureFormatInfo(format)
- render.GetVendor()
- render.GetVersion()
- render.GetViewport()
- render.GetWhiteTexture()
- render.GetWidth()
- render.GetWindow()
- render.InitializeNoiseTexture(size)
- render.Initialize(wnd)
- render.IsExtensionSupported(str)
- render.LockRange(lock_begin_bytes, lock_length)
- render.PopBlendMode()
- render.PopCullMode()
- render.PopDebug()
- render.PopDepth()
- render.PopFrameBuffer()
- render.PopPresetBlendMode()
- render.PopScissor()
- render.PopViewport()
- render.PopWindow()
- render.PostWindowSetup(sdl_wnd)
- render.PreWindowSetup(flags)
- render.PushBlendMode(a, b, c, d)
- render.PushCullMode(a, b, c, d)
- render.PushDebug(a, b, c, d)
- render.PushDepth(a, b, c, d)
- render.PushFrameBuffer(a, b, c, d)
- render.PushPresetBlendMode(a, b, c, d)
- render.PushScissor(a, b, c, d)
- render.PushViewport(a, b, c, d)
- render.PushWindow(a, b, c, d)
- render.RebuildShaders()
- render.RemoveTextureDecoder(id)
- render.SetBlendMode(src_color, dst_color, func_color, src_alpha, dst_alpha, func_alpha)
- render.SetColorMask(r, g, b, a)
- render.SetCullMode(mode)
- render.SetDebug(b)
- render.SetDepthMask(d)
- render.SetDepth(b)
- render.SetForcedCullMode(mode)
- render.SetFrameBuffer(fb)
- render.SetGlobalShaderVariable2(key, val, type)
- render.SetGlobalShaderVariable(key, val, type)
- render.SetMaterial(mat)
- render.SetPresetBlendMode(name)
- render.SetScissor(x, y, w, h)
- render.SetStencil(b)
- render.SetViewport(x, y, w, h)
- render.SetWindow(window)
- render.Shutdown()
- render.StartRecordCalls()
- render.StencilFunction(func, ref, mask)
- render.StencilMask(mask)
- render.StencilOperation(sfail, dpfail, dppass)
- render.StopRecordCalls()
- render.SwapBuffers(wnd)
- render.SwapInterval(b)
- render.TextureBarrier()
- render.UpdateGlobalShaderStorage()
- render.WaitForLockedRange(lock_begin_bytes, lock_length)
- render._CreateFrameBuffer(id_override)
- render._CreateIndexBuffer()
- render._CreateTexture(type)
- render._CreateVertexBuffer()
- render._Initialize()
- render._SetBlendMode(src_color, dst_color, func_color, src_alpha, dst_alpha, func_alpha)
- render._SetCullMode(mode)
- render._SetDepth(b)
- render._SetScissor(x, y, w, h, sw, sh)
- render._SetViewport(x, y, w, h)
- render._SetWindow(wnd)