Package | Description |
---|---|
com.badlogic.gdx.graphics.g3d | |
com.badlogic.gdx.graphics.g3d.model | |
com.badlogic.gdx.graphics.g3d.shaders | |
com.badlogic.gdx.graphics.g3d.utils |
Modifier and Type | Field and Description |
---|---|
protected Array<Renderable> |
ModelBatch.renderables
list of Renderables to be rendered in the current batch
|
protected Pool<Renderable> |
ModelBatch.renderablesPool |
protected Array<Renderable> |
ModelBatch.reuseableRenderables
list of Renderables that can be put back into the pool
|
Modifier and Type | Method and Description |
---|---|
Renderable |
ModelInstance.getRenderable(Renderable out) |
Renderable |
ModelInstance.getRenderable(Renderable out,
Node node) |
Renderable |
ModelInstance.getRenderable(Renderable out,
Node node,
NodePart nodePart) |
Modifier and Type | Method and Description |
---|---|
boolean |
Shader.canRender(Renderable instance)
Whether this shader is intended to render the
Renderable |
Renderable |
ModelInstance.getRenderable(Renderable out) |
Renderable |
ModelInstance.getRenderable(Renderable out,
Node node) |
Renderable |
ModelInstance.getRenderable(Renderable out,
Node node,
NodePart nodePart) |
void |
ModelBatch.render(Renderable renderable)
Add a single
Renderable to the batch. |
void |
Shader.render(Renderable renderable)
|
Modifier and Type | Method and Description |
---|---|
void |
ModelInstance.getRenderables(Array<Renderable> renderables,
Pool<Renderable> pool)
Traverses the Node hierarchy and collects
Renderable instances for every
node with a graphical representation. |
void |
ModelInstance.getRenderables(Array<Renderable> renderables,
Pool<Renderable> pool)
Traverses the Node hierarchy and collects
Renderable instances for every
node with a graphical representation. |
void |
RenderableProvider.getRenderables(Array<Renderable> renderables,
Pool<Renderable> pool)
Returns
Renderable instances. |
void |
RenderableProvider.getRenderables(Array<Renderable> renderables,
Pool<Renderable> pool)
Returns
Renderable instances. |
protected void |
ModelInstance.getRenderables(Node node,
Array<Renderable> renderables,
Pool<Renderable> pool) |
protected void |
ModelInstance.getRenderables(Node node,
Array<Renderable> renderables,
Pool<Renderable> pool) |
Modifier and Type | Method and Description |
---|---|
Renderable |
NodePart.setRenderable(Renderable out)
Convenience method to set the material, meshpart and bones values of the renderable.
|
Modifier and Type | Method and Description |
---|---|
Renderable |
NodePart.setRenderable(Renderable out)
Convenience method to set the material, meshpart and bones values of the renderable.
|
Modifier and Type | Method and Description |
---|---|
protected void |
DefaultShader.bindLights(Renderable renderable) |
protected void |
DefaultShader.bindMaterial(Renderable renderable) |
boolean |
DefaultShader.canRender(Renderable renderable) |
boolean |
DepthShader.canRender(Renderable renderable) |
boolean |
GLES10Shader.canRender(Renderable renderable) |
static java.lang.String |
DefaultShader.createPrefix(Renderable renderable,
DefaultShader.Config config) |
static java.lang.String |
DepthShader.createPrefix(Renderable renderable,
DepthShader.Config config) |
void |
BaseShader.init(ShaderProgram program,
Renderable renderable)
Initialize this shader, causing all registered uniforms/attributes to be fetched.
|
void |
BaseShader.render(Renderable renderable) |
void |
DefaultShader.render(Renderable renderable) |
void |
GLES10Shader.render(Renderable renderable) |
void |
BaseShader.render(Renderable renderable,
Attributes combinedAttributes) |
void |
BaseShader.Setter.set(BaseShader shader,
int inputID,
Renderable renderable,
Attributes combinedAttributes) |
void |
DefaultShader.Setters.Bones.set(BaseShader shader,
int inputID,
Renderable renderable,
Attributes combinedAttributes) |
void |
DefaultShader.Setters.ACubemap.set(BaseShader shader,
int inputID,
Renderable renderable,
Attributes combinedAttributes) |
boolean |
BaseShader.Validator.validate(BaseShader shader,
int inputID,
Renderable renderable) |
boolean |
BaseShader.Uniform.validate(BaseShader shader,
int inputID,
Renderable renderable) |
Constructor and Description |
---|
DefaultShader(Renderable renderable) |
DefaultShader(Renderable renderable,
DefaultShader.Config config) |
DefaultShader(Renderable renderable,
DefaultShader.Config config,
ShaderProgram shaderProgram) |
DefaultShader(Renderable renderable,
DefaultShader.Config config,
java.lang.String prefix) |
DefaultShader(Renderable renderable,
DefaultShader.Config config,
java.lang.String prefix,
java.lang.String vertexShader,
java.lang.String fragmentShader) |
DepthShader(Renderable renderable) |
DepthShader(Renderable renderable,
DepthShader.Config config) |
DepthShader(Renderable renderable,
DepthShader.Config config,
ShaderProgram shaderProgram) |
DepthShader(Renderable renderable,
DepthShader.Config config,
java.lang.String prefix) |
DepthShader(Renderable renderable,
DepthShader.Config config,
java.lang.String prefix,
java.lang.String vertexShader,
java.lang.String fragmentShader) |
Modifier and Type | Method and Description |
---|---|
int |
DefaultRenderableSorter.compare(Renderable o1,
Renderable o2) |
protected abstract Shader |
BaseShaderProvider.createShader(Renderable renderable) |
protected Shader |
DefaultShaderProvider.createShader(Renderable renderable) |
protected Shader |
DepthShaderProvider.createShader(Renderable renderable) |
protected Shader |
GLES10ShaderProvider.createShader(Renderable renderable) |
Shader |
BaseShaderProvider.getShader(Renderable renderable) |
Shader |
ShaderProvider.getShader(Renderable renderable)
Returns a
Shader for the given Renderable . |
Modifier and Type | Method and Description |
---|---|
void |
DefaultRenderableSorter.sort(Camera camera,
Array<Renderable> renderables) |
void |
RenderableSorter.sort(Camera camera,
Array<Renderable> renderables)
Sorst the array of
Renderable instances based on some criteria,
e.g. |