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| BlendFactor | To set up the "blend" factors if a Program has .blendEnabled. |
| BlendFunc | To set up the "blend" functions if a Program has .blendEnabled. |
| Buffer | A Buffer stores all graphic elements and handles the data for an OpenGL-vertex buffer, for <T> it has to use a macro generated Element type.
Used by a Program all contained elements will be rendered by the corresponding shaders/textures and the same buffer can also be shared by several programs. |
| Color | Represents a color value what is stored inside a 32 bit integer.
The supported format is RGBA, so it uses one Byte per red, green, blue and alpha channel into order. |
| Display | A Display represents an rectangular area inside the PeoteView what contains a Program list for rendering.
All the inner content can be shifted and zoomed. |
| Load | The Load class provides a set of static methods to load text, images or bytes async by using Lime Futures.
Data can be loaded from the filesystem (by specify a filename e.g. "assets/..."") or also via http/https protocol (by specify an url adress). |
| Mask | Provides the mask values of how a Program is using or drawing into the stencil buffer. |
| PeoteView | PeoteView represents the main "view" that must be called in a Lime application at startup to initialize the OpenGL-context and the onRender and onResize events.
It contains a list of Display areas and the entire view can be moved and zoomed. |
| Program | The Program is rendering the graphical elements of a Buffer with the corresponding shader and assigned Textures.
The shader code can be modified at runtime by formulas or also by glsl code-injection and custom uniforms.
It supports different modes for color blending, stencil masks or depth-buffer. |
| Texture | A Texture can be used inside of Programs to render image data.
It can store multiple TextureData in slots that can be divided into tiles for texture atlases.
The precision (int/float) and amount of colorchannels can be defined by TextureFormat. Mipmapping and filtering is supported. |
| TextureCache | Provides a set of Textures and slots to automatically store multiple TextureData where it fits best. |
| TextureConfig | This struct is to configure the properties of a new Texture. |
| TextureData | Stores image data into different TextureFormats to use it for Textures.
It supports basic converting functions and a low level api to edit pixels. |
| TextureDataImpl | Stores image data into different TextureFormats to use it for Textures.
It supports basic converting functions and a low level api to edit pixels. |
| TextureFormat | Specifies the colorchannels and precision for storing imagedata and provides the format for TextureData and Textures by TextureConfig.
The value of a color/alpha channel of a pixel can have 8 bit integer or alternatively 32 bit floatpoint precision. |
| UniformFloat | Set up a custom "uniform" that can be accessed within glsl shadercode. |