AGBatch

data class AGBatch(var frameBuffer: AGFrameBufferBase, var frameBufferInfo: AGFrameBufferInfo, var vertexData: AGVertexArrayObject = AGVertexArrayObject(AGVertexData(), isDynamic = true), var indices: AGBuffer? = null, var indexType: AGIndexType = AGIndexType.USHORT, var program: Program = DefaultShaders.PROGRAM_DEBUG, var uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, var textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, var blending: AGBlending = AGBlending.NORMAL, var stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, var stencilRef: AGStencilReference = AGStencilReference.DEFAULT, var colorMask: AGColorMask = AGColorMask.DEFAULT, var depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, var scissor: AGScissor = AGScissor.NIL, var cullFace: AGCullFace = AGCullFace.NONE, var drawType: AGDrawType = AGDrawType.TRIANGLES, var drawOffset: Int = 0, var vertexCount: Int = 0, var instances: Int = 1) : AGCommand

Incrementally sets a new state diffing with the previous state, and renders primitives.

Constructors

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constructor(frameBuffer: AGFrameBufferBase, frameBufferInfo: AGFrameBufferInfo, vertexData: AGVertexArrayObject = AGVertexArrayObject(AGVertexData(), isDynamic = true), indices: AGBuffer? = null, indexType: AGIndexType = AGIndexType.USHORT, program: Program = DefaultShaders.PROGRAM_DEBUG, uniformBlocks: UniformBlocksBuffersRef = UniformBlocksBuffersRef.EMPTY, textureUnits: AGTextureUnits = AGTextureUnits.EMPTY, blending: AGBlending = AGBlending.NORMAL, stencilOpFunc: AGStencilOpFunc = AGStencilOpFunc.DEFAULT, stencilRef: AGStencilReference = AGStencilReference.DEFAULT, colorMask: AGColorMask = AGColorMask.DEFAULT, depthAndFrontFace: AGDepthAndFrontFace = AGDepthAndFrontFace.DEFAULT, scissor: AGScissor = AGScissor.NIL, cullFace: AGCullFace = AGCullFace.NONE, drawType: AGDrawType = AGDrawType.TRIANGLES, drawOffset: Int = 0, vertexCount: Int = 0, instances: Int = 1)

Properties

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Functions

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open override fun execute(ag: AG)