⚠️ This documentation corresponds to the latest development branch of axmol. It might diverge from the official releases.
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Axmol Engine 3.0.0-ff0e11a
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Command used to render one or more Triangles, which is similar to QuadCommand. More...
Classes | |
| struct | BlendDesc |
| a structor to store blend descriptor More... | |
| class | Buffer |
| Used to store vertex and index data data. More... | |
| struct | DepthStencilDesc |
| Depth and stencil descriptor. More... | |
| class | DepthStencilState |
| Store Depth and stencil status. More... | |
| class | DriverBase |
| New or create resources from DriverBase. More... | |
| struct | PixelBufferDesc |
| A PixelBufferDesc. More... | |
| class | Program |
| A program. More... | |
| class | ProgramState |
| A program state object can create or reuse a program. More... | |
| class | RenderContext |
| Store encoded commands for the GPU to execute. More... | |
| struct | RenderPassDesc |
| Store values about color, depth and stencil attachment. More... | |
| class | RenderPipeline |
| Render pipeline. More... | |
| class | RenderTarget |
| Render Target. More... | |
| struct | SamplerDesc |
| class | ShaderCache |
| Create and reuse shader module. More... | |
| class | ShaderModule |
| Create shader. More... | |
| struct | StencilDesc |
| Stencil descriptor. More... | |
| class | Texture |
| A base texture. More... | |
| struct | TextureBindingSet |
| Store texture binding information. More... | |
| struct | TextureDesc |
| Store texture description. More... | |
| class | VertexLayout |
| Store vertex attribute layout. More... | |
Enumerations | |
| enum class | PixelFormat : uint8_t { PVRTC4 , PVRTC4A , PVRTC2 , PVRTC2A , ETC1 , ETC2_RGB , ETC2_RGBA , S3TC_DXT1 , S3TC_DXT3 , S3TC_DXT5 , ATC_RGB , ATC_EXPLICIT_ALPHA , ATC_INTERPOLATED_ALPHA , ASTC4x4 , ASTC5x4 , ASTC5x5 , ASTC6x5 , ASTC6x6 , ASTC8x5 , ASTC8x6 , ASTC8x8 , ASTC10x5 , ASTC10x6 , ASTC10x8 , ASTC10x10 , ASTC12x10 , ASTC12x12 , RGBA8 , BGRA8 , RGB8 , RGB565 , RGBA4 , RGB5A1 , R8 , RG8 , RGBA32F , D24S8 , COUNT , NONE = 0xFF } |
| Possible texture pixel formats refer to: https://docs.gl/es3/glTexImage2D https://docs.gl/gl3/glTexImage2D https://developer.apple.com/documentation/metal/mtlpixelformat?language=objc. More... | |
Command used to render one or more Triangles, which is similar to QuadCommand.
Every TrianglesCommand will have generate material ID by give textureID, ProgramState, Blend function if the material id is the same, these TrianglesCommands could be batched to save draw call.
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Possible texture pixel formats refer to: https://docs.gl/es3/glTexImage2D https://docs.gl/gl3/glTexImage2D https://developer.apple.com/documentation/metal/mtlpixelformat?language=objc.