class openfl.display3D.Context3D

Available on all platforms

Instance Fields

function new():Void

function __deleteProgram(program:Program3D):Void

function __deleteTexture(texture:TextureBase):Void

function clear(?red:Float = 0, ?green:Float = 0, ?blue:Float = 0, ?alpha:Float = 1, ?depth:Float = 1, ?stencil:Int = 0, ?mask:Int = 17664):Void

function configureBackBuffer(width:Int, height:Int, antiAlias:Int, ?enableDepthAndStencil:Bool = true):Void

function createCubeTexture(size:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, ?streamingLevels:Int = 0):CubeTexture

function createIndexBuffer(numIndices:Int):IndexBuffer3D

function createRectangleTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool):RectangleTexture

function createTexture(width:Int, height:Int, format:Context3DTextureFormat, optimizeForRenderToTexture:Bool, ?streamingLevels:Int = 0):Texture

function createVertexBuffer(numVertices:Int, data32PerVertex:Int):VertexBuffer3D

function dispose():Void

function drawToBitmapData(destination:BitmapData):Void

function drawTriangles(indexBuffer:IndexBuffer3D, ?firstIndex:Int = 0, ?numTriangles:Int = -1):Void

function present():Void

function setBlendFactors(sourceFactor:Int, destinationFactor:Int):Void

function setColorMask(red:Bool, green:Bool, blue:Bool, alpha:Bool):Void

function setCulling(triangleFaceToCull:Int):Void

function setDepthTest(depthMask:Bool, passCompareMode:Int):Void

function setGLSLProgramConstantsFromByteArray(locationName:String, data:ByteArray, ?byteArrayOffset:Int = 0):Void

function setGLSLProgramConstantsFromMatrix(locationName:String, matrix:Matrix3D, ?transposedMatrix:Bool = false):Void

function setGLSLProgramConstantsFromVector4(locationName:String, data:Array<Float>, ?startIndex:Int = 0):Void

function setGLSLTextureAt(locationName:String, texture:TextureBase, textureIndex:Int):Void

function setGLSLVertexBufferAt(locationName:String, buffer:VertexBuffer3D, ?bufferOffset:Int = 0, ?format:Context3DVertexBufferFormat = null):Void

function setProgram(program3D:Program3D):Void

function setProgramConstantsFromByteArray(programType:Context3DProgramType, firstRegister:Int, numRegisters:Int, data:ByteArray, byteArrayOffset:Int):Void

function setProgramConstantsFromMatrix(programType:Context3DProgramType, firstRegister:Int, matrix:Matrix3D, ?transposedMatrix:Bool = false):Void

function setProgramConstantsFromVector(programType:Context3DProgramType, firstRegister:Int, data:Array<Float>, ?numRegisters:Int = 1):Void

function setRenderMethod(func:Event ->Void):Void

function setRenderToTexture(texture:TextureBase, ?enableDepthAndStencil:Bool = false, ?antiAlias:Int = 0, ?surfaceSelector:Int = 0):Void

function setScissorRectangle(rectangle:Rectangle):Void

function setStencilActions(?triangleFace:Int = null, ?compareMode:Int = null, ?actionOnBothPass:Int = null, ?actionOnDepthFail:Int = null, ?actionOnDepthPassStencilFail:Int = null):Void

function setStencilReferenceValue(referenceValue:Int, ?readMask:Int = 255, ?writeMask:Int = 255):Void

function setTextureAt(sampler:Int, texture:TextureBase):Void

function setVertexBufferAt(index:Int, buffer:VertexBuffer3D, ?bufferOffset:Int = 0, ?format:Context3DVertexBufferFormat = null):Void