the current WebGL renderer session
additional settings to initialize this batcher
an array of attributes definition
Optionalindexed?: booleanwhether this batcher uses an index buffer for indexed drawing (drawElements)
OptionalmaxVertices?: numberthe maximum number of vertices this batcher can hold
OptionalprojectionUniform?: stringthe name of the projection matrix uniform in the shader
shader definition
a string containing the GLSL source code to set
a string containing the GLSL source code to set
an array of vertex attribute properties
the shader currently used by this batcher
the default shader created by this batcher
primitive type to render (gl.POINTS, gl.LINE_STRIP, gl.LINE_LOOP, gl.LINES, gl.TRIANGLE_STRIP, gl.TRIANGLE_FAN, gl.TRIANGLES)
the name of the projection matrix uniform in the shader
the stride of a single vertex in bytes (will automatically be calculated as attributes definitions are added)
whether this batcher uses indexed drawing
the vertex data buffer used by this batcher
the size of a single vertex in floats (will automatically be calculated as attributes definitions are added)
add vertex attribute property definition to the batcher
name of the attribute in the vertex shader
number of components per vertex attribute. Must be 1, 2, 3, or 4.
data type of each component in the array
whether integer data values should be normalized into a certain range when being cast to a float
offset in bytes of the first component in the vertex attribute array
Add index values to the index buffer (only for indexed batchers). Indices are rebased relative to the current vertex count.
array of index values to add
Add a textured quad
Source texture atlas
Destination x-coordinate
Destination y-coordinate
Destination width
Destination height
Texture UV (u0) value.
Texture UV (v0) value.
Texture UV (u1) value.
Texture UV (v1) value.
tint color to be applied to the texture in UINT32 (argb) format
Force the texture to be reuploaded even if already bound
called by the WebGL renderer when a batcher becomes the current one
assign the given WebGL texture to the current batch
a WebGL texture
Texture unit to which the given texture is bound
Create a WebGL texture from an image
Destination texture unit
Optionalpixels: Source image
gl.LINEAR or gl.NEAREST
Optionalrepeat: string = "no-repeat"Image repeat behavior
Optionalw: number = pixels.widthSource image width
Optionalh: number = pixels.heightSource image height
OptionalpremultipliedAlpha: boolean = trueMultiplies the alpha channel into the other color channels
Optionalmipmap: boolean = trueWhether mipmap levels should be generated
a WebGL texture
delete the given WebGL texture
a WebGL texture or TextureAtlas to delete
Flush batched texture data to the GPU using indexed drawing.
Optionalmode: number = ...the GL drawing mode
returns the WebGL texture associated to the given texture unit
Texture unit to which a texture is bound
texture a WebGL texture
set/change the current projection matrix
the new projection matrix
unbind the given WebGL texture, forcing it to be reuploaded
Optionaltexture: WebGLTexturea WebGL texture
Optionalunit: numberTexture unit to unbind from
unit the unit number that was associated with the given texture
Select the shader to use for compositing
a reference to a GLShader instance
A WebGL Compositor object. This class handles all of the WebGL state
Pushes texture regions or shape geometry into WebGL buffers, automatically flushes to GPU