functions Static Methods 21

Blit (material, attributes)
Draw a screen space quad using the passed material. Your material should be using a screenspace shader so it will actually render to the screen and not in worldspace at 0,0,0
Clear (color, clearColor, clearDepth, clearStencil)
Clear the current drawing context to given color.
CopyTexture (srcTexture, dstTexture)
Copies pixel data from one texture to another on the GPU. This does not automatically resize or scale the texture, format and size should be equal.
Draw (vertexBuffer, material, startVertex, vertexCount, attributes, primitiveType)
DrawIcon (rect, iconName, color, fontSize, alignment)
Rect
Calls DrawText with "Material Icons" font. You can get a list of icons here https://fonts.google.com/icons?selected=Material+Icons
DrawModel (model, transform, attributes)
Draws a single model at the given Transform immediately.
DrawModelInstanced (model, transforms, lodLevel, attributes)
DrawModelInstancedIndirect (model, buffer, bufferOffset, attributes)
Draws multiple instances of a model using GPU instancing with the number of instances being provided by indirect draw arguments. Use `SV_InstanceID` semantic in shaders to access the rendered instance.
DrawQuad (rect, material, color, attributes)
Draw a quad in screenspace
DrawRoundedRectangle (rect, color, cornerRadius, borderWidth, borderColor)
Draw a rounded rectangle, with optional border, in Material.UI.Box
DrawText (position, text, color, fontFamily, fontSize, fontWeight, flags)
Rect
Draws a text quad in screenspace using the Material.UI.Text material.
FlushGPU ()
Forces the GPU to flush all pending commands and wait for completion. Useful when you need to ensure GPU work is finished before proceeding. Can be called outside of a render block.
GenerateMipMaps (texture, downsampleMethod, initialMip, numMips)
Generate the mip maps for this texture. Obviously the texture needs to support mip maps.
GrabDepthTexture (targetName, renderAttributes)
RenderTarget
Grabs the current depth texture and stores it in targetName on renderAttributes.
GrabFrameTexture (targetName, renderAttributes, downsampleMethod, maxMips)
RenderTarget
Grabs the current viewport's color texture and stores it in targetName on renderAttributes.
MeasureText (position, text, fontFamily, fontSize, fontWeight, flags)
Rect
Measure how big some text will be, without having to render it
Render (obj, transform, color, material)
RenderToTexture (camera, target)
obsoletebool
Render this camera to the specified texture target
ResourceBarrierTransition (texture, state, mip)
Executes a barrier transition for the given GPU Texture Resource. Transitions the texture resource to a new pipeline stage and access state.
SetupLighting (obj, targetAttributes)
Setup the lighting attributes for this current object. Place them in the targetAttributes
UavBarrier (texture)
Issues a UAV barrier for the given texture, ensuring writes from prior shader invocations are visible to subsequent ones without changing the resource layout.
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