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Defines the cross module used constants to avoid circular dependencies

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Properties

Constructors

Properties

ACTION_NothingTrigger: 0 = 0
ACTION_OnCenterPickTrigger: 4 = 4
ACTION_OnDoublePickTrigger: 6 = 6
ACTION_OnEveryFrameTrigger: 11 = 11
ACTION_OnIntersectionEnterTrigger: 12 = 12
ACTION_OnIntersectionExitTrigger: 13 = 13
ACTION_OnKeyDownTrigger: 14 = 14
ACTION_OnKeyUpTrigger: 15 = 15
ACTION_OnLeftPickTrigger: 2 = 2
ACTION_OnLongPressTrigger: 8 = 8
ACTION_OnPickDownTrigger: 5 = 5
ACTION_OnPickOutTrigger: 16 = 16

On pick out. This trigger will only be raised if you also declared a OnPickDown

see

https://doc.babylonjs.com/how_to/how_to_use_actions#triggers

ACTION_OnPickTrigger: 1 = 1
ACTION_OnPickUpTrigger: 7 = 7
ACTION_OnPointerOutTrigger: 10 = 10
ACTION_OnPointerOverTrigger: 9 = 9
ACTION_OnRightPickTrigger: 3 = 3
ALPHA_ADD: 1 = 1

Defines that alpha blending is SRC ALPHA * SRC + DEST

ALPHA_ALPHATOCOLOR: 12 = 12

Defines that alpha blending is SRC * DST ALPHA + DST Alpha will be set to 0

ALPHA_COMBINE: 2 = 2

Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST

ALPHA_DISABLE: 0 = 0

Defines that alpha blending is disabled

ALPHA_EQUATION_ADD: 0 = 0

Defines that alpha blending equation a SUM

ALPHA_EQUATION_DARKEN: 5 = 5

Defines that alpha blending equation a DARKEN operation: It takes the min of the src and sums the alpha channels.

ALPHA_EQUATION_MAX: 3 = 3

Defines that alpha blending equation a MAX operation

ALPHA_EQUATION_MIN: 4 = 4

Defines that alpha blending equation a MIN operation

ALPHA_EQUATION_REVERSE_SUBTRACT: 2 = 2

Defines that alpha blending equation a REVERSE SUBSTRACTION

ALPHA_EQUATION_SUBSTRACT: 1 = 1

Defines that alpha blending equation a SUBSTRACTION

ALPHA_EXCLUSION: 16 = 16

Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC) Alpha will be set to DST ALPHA

ALPHA_INTERPOLATE: 9 = 9

Defines that alpha blending is CST * SRC + (1 - CST) * DEST

ALPHA_LAYER_ACCUMULATE: 17 = 17

Defines that alpha blending is SRC * SRC ALPHA + DST * (1 - SRC ALPHA) Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DST ALPHA

ALPHA_MAXIMIZED: 5 = 5

Defines that alpha blending is SRC ALPHA * SRC + (1 - SRC) * DEST

ALPHA_MULTIPLY: 4 = 4

Defines that alpha blending is SRC * DEST

ALPHA_ONEONE: 6 = 6

Defines that alpha blending is SRC + DEST

ALPHA_ONEONE_ONEONE: 11 = 11

Defines that alpha blending is SRC + DST Alpha will be set to SRC ALPHA + DST ALPHA

ALPHA_ONEONE_ONEZERO: 15 = 15

Defines that alpha blending is SRC + DST Alpha will be set to SRC ALPHA

ALPHA_PREMULTIPLIED: 7 = 7

Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST

ALPHA_PREMULTIPLIED_PORTERDUFF: 8 = 8

Defines that alpha blending is SRC + (1 - SRC ALPHA) * DEST Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA

ALPHA_REVERSEONEMINUS: 13 = 13

Defines that alpha blending is SRC * (1 - DST) + DST * (1 - SRC)

ALPHA_SCREENMODE: 10 = 10

Defines that alpha blending is SRC + (1 - SRC) * DEST Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA

ALPHA_SRC_DSTONEMINUSSRCALPHA: 14 = 14

Defines that alpha blending is SRC + DST * (1 - SRC ALPHA) Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)

ALPHA_SUBTRACT: 3 = 3

Defines that alpha blending is DEST - SRC * DEST

ALWAYS: 519 = 519

Passed to depthFunction or stencilFunction to specify depth or stencil tests will always pass. i.e. Pixels will be drawn in the order they are drawn

BUFFER_CREATIONFLAG_INDEX: 16 = 16

Flag to create a buffer suitable to be used as an index buffer

BUFFER_CREATIONFLAG_READ: 1 = 1

Flag to create a readable buffer (the buffer can be the source of a copy)

BUFFER_CREATIONFLAG_READWRITE: 3 = 3

Flag to create a readable and writable buffer

BUFFER_CREATIONFLAG_STORAGE: 32 = 32

Flag to create a buffer suitable to be used as a storage buffer

BUFFER_CREATIONFLAG_UNIFORM: 4 = 4

Flag to create a buffer suitable to be used as a uniform buffer

BUFFER_CREATIONFLAG_VERTEX: 8 = 8

Flag to create a buffer suitable to be used as a vertex buffer

BUFFER_CREATIONFLAG_WRITE: 2 = 2

Flag to create a writable buffer (the buffer can be the destination of a copy)

DECR: 7683 = 7683

Passed to stencilOperation to specify that stencil value must be decremented

DECR_WRAP: 34056 = 34056

Passed to stencilOperation to specify that stencil value must be decremented with wrapping

DELAYLOADSTATE_LOADED: 1 = 1

Defines that the resource was successfully delay loaded

DELAYLOADSTATE_LOADING: 2 = 2

Defines that the resource is currently delay loading

DELAYLOADSTATE_NONE: 0 = 0

Defines that the resource is not delayed

DELAYLOADSTATE_NOTLOADED: 4 = 4

Defines that the resource is delayed and has not started loading

EQUAL: 514 = 514

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value

FOVMODE_HORIZONTAL_FIXED: 1 = 1

This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.

FOVMODE_VERTICAL_FIXED: 0 = 0

This is the default FOV mode for perspective cameras. This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.

GEQUAL: 518 = 518

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than or equal to the stored value

GL_ALPHA_EQUATION_ADD: 32774 = 32774

Alpha blend equation: ADD

GL_ALPHA_EQUATION_MAX: 32776 = 32776

Alpha equation: MAX

GL_ALPHA_EQUATION_MIN: 32775 = 32775

Alpha equation: MIN

GL_ALPHA_EQUATION_REVERSE_SUBTRACT: 32779 = 32779

Alpha equation: REVERSE_SUBTRACT

GL_ALPHA_EQUATION_SUBTRACT: 32778 = 32778

Alpha equation: SUBTRACT

GL_ALPHA_FUNCTION_CONSTANT_ALPHA: 32771 = 32771

Alpha blend function: CONSTANT_ALPHA

GL_ALPHA_FUNCTION_CONSTANT_COLOR: 32769 = 32769

Alpha blend function: CONSTANT

GL_ALPHA_FUNCTION_DST_ALPHA: 772 = 772

Alpha blend function: DST_ALPHA

GL_ALPHA_FUNCTION_DST_COLOR: 774 = 774

Alpha blend function: ONE_MINUS_DST

GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA: 32772 = 32772

Alpha blend function: ONE_MINUS_CONSTANT_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR: 32770 = 32770

Alpha blend function: ONE_MINUS_CONSTANT

GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA: 773 = 773

Alpha blend function: ONE_MINUS_DST_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR: 775 = 775

Alpha blend function: ONE_MINUS_DST

GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA: 771 = 771

Alpha blend function: ONE_MINUS_SRC_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR: 769 = 769

Alpha blend function: ONE_MINUS_SRC

GL_ALPHA_FUNCTION_SRC: 768 = 768

Alpha blend function: SRC

GL_ALPHA_FUNCTION_SRC_ALPHA: 770 = 770

Alpha blend function: SRC_ALPHA

GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED: 776 = 776

Alpha blend function: SRC_ALPHA_SATURATED

GREATER: 516 = 516

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value

INCR: 7682 = 7682

Passed to stencilOperation to specify that stencil value must be incremented

INCR_WRAP: 34055 = 34055

Passed to stencilOperation to specify that stencil value must be incremented with wrapping

INPUT_ALT_KEY: 18 = 18

Constant used as key code for Alt key

INPUT_CTRL_KEY: 17 = 17

Constant used as key code for Ctrl key

INPUT_META_KEY1: 91 = 91

Constant used as key code for Meta key (Left Win, Left Cmd)

INPUT_META_KEY2: 92 = 92

Constant used as key code for Meta key (Right Win)

INPUT_META_KEY3: 93 = 93

Constant used as key code for Meta key (Right Win, Right Cmd)

INPUT_SHIFT_KEY: 16 = 16

Constant used as key code for Shift key

INVERT: 5386 = 5386

Passed to stencilOperation to specify that stencil value must be inverted

KEEP: 7680 = 7680

Passed to stencilOperation to specify that stencil value must be kept

LEQUAL: 515 = 515

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than or equal to the stored value

LESS: 513 = 513

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value

MATERIAL_AllDirtyFlag: 63 = 63

The all dirty flag value

MATERIAL_AttributesDirtyFlag: 8 = 8

The dirty attribute flag value

MATERIAL_ClockWiseSideOrientation: 0 = 0

Stores the clock-wise side orientation

MATERIAL_CounterClockWiseSideOrientation: 1 = 1

Stores the counter clock-wise side orientation

MATERIAL_FresnelDirtyFlag: 4 = 4

The dirty fresnel flag value

MATERIAL_LightDirtyFlag: 2 = 2

The dirty light flag value

MATERIAL_LineListDrawMode: 4 = 4

Returns the line list draw mode

MATERIAL_LineLoopDrawMode: 5 = 5

Returns the line loop draw mode

MATERIAL_LineStripDrawMode: 6 = 6

Returns the line strip draw mode

MATERIAL_MiscDirtyFlag: 16 = 16

The dirty misc flag value

MATERIAL_PointFillMode: 2 = 2

Returns the point fill mode

MATERIAL_PointListDrawMode: 3 = 3

Returns the point list draw mode

MATERIAL_PrePassDirtyFlag: 32 = 32

The dirty prepass flag value

MATERIAL_TextureDirtyFlag: 1 = 1

The dirty texture flag value

MATERIAL_TriangleFanDrawMode: 8 = 8

Returns the triangle fan draw mode

MATERIAL_TriangleFillMode: 0 = 0

Returns the triangle fill mode

MATERIAL_TriangleStripDrawMode: 7 = 7

Returns the triangle strip draw mode

MATERIAL_WireFrameFillMode: 1 = 1

Returns the wireframe mode

MAX_SUPPORTED_UV_SETS: 6 = 6

Maximum number of uv sets supported

MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: 1 = 1

Culling strategy : Bounding Sphere Only. This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested. It's also less accurate than the standard because some not visible objects can still be selected. Test : is the bounding sphere outside the frustum ? If not, then the cullable object is in the frustum.

MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: 2 = 2

Culling strategy : Optimistic Inclusion. This in an inclusion test first, then the standard exclusion test. This can be faster when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the standard test when the tested object center is not the frustum but one of its bounding box vertex is still inside. Anyway, it's as accurate as the standard strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the default culling strategy.

MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: 3 = 3

Culling strategy : Optimistic Inclusion then Bounding Sphere Only. This in an inclusion test first, then the bounding sphere only exclusion test. This can be the fastest test when a cullable object is expected to be almost always in the camera frustum. This could also be a little slower than the BoundingSphereOnly strategy when the tested object center is not in the frustum but its bounding sphere still intersects it. It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy. Test : Is the cullable object bounding sphere center in the frustum ? If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.

MESHES_CULLINGSTRATEGY_STANDARD: 0 = 0

Default culling strategy : this is an exclusion test and it's the more accurate. Test order : Is the bounding sphere outside the frustum ? If not, are the bounding box vertices outside the frustum ? It not, then the cullable object is in the frustum.

NEVER: 512 = 512

Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn

NOTEQUAL: 517 = 517

Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is not equal to the stored value

ORTHOGRAPHIC_CAMERA: 1 = 1

This helps creating camera with an orthographic mode. Orthographic is commonly used in engineering as a means to produce object specifications that communicate dimensions unambiguously, each line of 1 unit length (cm, meter..whatever) will appear to have the same length everywhere on the drawing. This allows the drafter to dimension only a subset of lines and let the reader know that other lines of that length on the drawing are also that length in reality. Every parallel line in the drawing is also parallel in the object.

PARTICLES_BILLBOARDMODE_ALL: 7 = 7

Billboard mode will apply to all axes

PARTICLES_BILLBOARDMODE_STRETCHED: 8 = 8

Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction

PARTICLES_BILLBOARDMODE_Y: 2 = 2

Billboard mode will only apply to Y axis

PERSPECTIVE_CAMERA: 0 = 0

This is the default projection mode used by the cameras. It helps recreating a feeling of perspective and better appreciate depth. This is the best way to simulate real life cameras.

PREPASS_ALBEDO_SQRT_TEXTURE_TYPE: 7 = 7

Constant used to retrieve albedo index in the textures array in the prepass using the getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)

PREPASS_COLOR_TEXTURE_TYPE: 4 = 4

Constant used to retrieve the lit color texture index in the textures array in the prepass using the getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)

PREPASS_DEPTH_TEXTURE_TYPE: 5 = 5

Constant used to retrieve depth index in the textures array in the prepass using the getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)

PREPASS_IRRADIANCE_TEXTURE_TYPE: 0 = 0

Constant used to retrieve the irradiance texture index in the textures array in the prepass using getIndex(Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE)

PREPASS_NORMAL_TEXTURE_TYPE: 6 = 6

Constant used to retrieve normal index in the textures array in the prepass using the getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)

PREPASS_POSITION_TEXTURE_TYPE: 1 = 1

Constant used to retrieve the position texture index in the textures array in the prepass using getIndex(Constants.PREPASS_POSITION_TEXTURE_INDEX)

PREPASS_REFLECTIVITY_TEXTURE_TYPE: 3 = 3

Constant used to retrieve the reflectivity texture index in the textures array in the prepass using the getIndex(Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE)

PREPASS_VELOCITY_TEXTURE_TYPE: 2 = 2

Constant used to retrieve the velocity texture index in the textures array in the prepass using getIndex(Constants.PREPASS_VELOCITY_TEXTURE_INDEX)

REPLACE: 7681 = 7681

Passed to stencilOperation to specify that stencil value must be replaced

RIG_MODE_CUSTOM: 22 = 22

Custom rig mode allowing rig cameras to be populated manually with any number of cameras

RIG_MODE_NONE: 0 = 0

This specifies there is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.

RIG_MODE_STEREOSCOPIC_ANAGLYPH: 10 = 10

Simulates a camera Rig with one blue eye and one red eye. This can be use with 3d blue and red glasses.

RIG_MODE_STEREOSCOPIC_INTERLACED: 14 = 14

Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.

RIG_MODE_STEREOSCOPIC_OVERUNDER: 13 = 13

Defines that both eyes of the camera will be rendered over under each other.

RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: 12 = 12

Defines that both eyes of the camera will be rendered side by side with a none parallel target.

RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: 11 = 11

Defines that both eyes of the camera will be rendered side by side with a parallel target.

RIG_MODE_VR: 20 = 20

Defines that both eyes of the camera should be renderered in a VR mode (carbox).

RIG_MODE_WEBVR: 21 = 21

Defines that both eyes of the camera should be renderered in a VR mode (webVR).

SCALEMODE_CEILING: 3 = 3

Defines that texture rescaling will use a ceil to find the closer power of 2 size

SCALEMODE_FLOOR: 1 = 1

Defines that texture rescaling will use a floor to find the closer power of 2 size

SCALEMODE_NEAREST: 2 = 2

Defines that texture rescaling will look for the nearest power of 2 size

SCENELOADER_DETAILED_LOGGING: 3 = 3

Detailed logging while loading

SCENELOADER_MINIMAL_LOGGING: 1 = 1

Minimal logging while loading

SCENELOADER_NO_LOGGING: 0 = 0

No logging while loading

SCENELOADER_SUMMARY_LOGGING: 2 = 2

Summary logging while loading

SNAPSHOTRENDERING_FAST: 1 = 1

Fast snapshot rendering. In this mode, everything is static and only some limited form of dynamic behaviour is possible

SNAPSHOTRENDERING_STANDARD: 0 = 0

Standard snapshot rendering. In this mode, some form of dynamic behavior is possible (for eg, uniform buffers are still updated)

SnippetUrl: string

URL to the snippet server. Points to the public snippet server by default

TEXTUREFORMAT_ALPHA: 0 = 0

ALPHA

TEXTUREFORMAT_BGRA: 12 = 12

BGRA

TEXTUREFORMAT_COMPRESSED_RGB8_ETC2: 37492 = 37492

Compressed ETC2 (RGB)

TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37494 = 37494

Compressed ETC2 (RGB+A1)

TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC: 37496 = 37496

Compressed ETC2 (RGB+A)

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4: 37808 = 37808

Compressed ASTC 4x4

TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM: 36492 = 36492

Compressed BC7

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1: 33777 = 33777

Compressed BC1 (RGBA)

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3: 33778 = 33778

Compressed BC2

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5: 33779 = 33779

Compressed BC3

TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT: 36494 = 36494

Compressed BC6 signed float

TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT: 36495 = 36495

Compressed BC6 unsigned float

TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL: 36196 = 36196

Compressed ETC1 (RGB)

TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1: 33776 = 33776

Compressed BC1 (RGB)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: 37840 = 37840

Compressed ASTC 4x4 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: 37497 = 37497

Compressed ETC2 (SRGB+1)

TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2: 37493 = 37493

Compressed ETC2 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37495 = 37495

Compressed ETC2 (SRGB+A1)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM: 36493 = 36493

Compressed BC7 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: 35917 = 35917

Compressed BC1 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: 35918 = 35918

Compressed BC2 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: 35919 = 35919

Compressed BC3 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT: 35916 = 35916

Compressed BC1 (SRGB)

TEXTUREFORMAT_DEPTH16: 15 = 15

Depth 16 bits

TEXTUREFORMAT_DEPTH24: 16 = 16

Depth 24 bits

TEXTUREFORMAT_DEPTH24UNORM_STENCIL8: 17 = 17

Depth 24 bits unorm + Stencil 8 bits

TEXTUREFORMAT_DEPTH24_STENCIL8: 13 = 13

Depth 24 bits + Stencil 8 bits

TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8: 18 = 18

Depth 32 bits float + Stencil 8 bits

TEXTUREFORMAT_DEPTH32_FLOAT: 14 = 14

Depth 32 bits float

TEXTUREFORMAT_LUMINANCE: 1 = 1

LUMINANCE

TEXTUREFORMAT_LUMINANCE_ALPHA: 2 = 2

LUMINANCE_ALPHA

TEXTUREFORMAT_R: 6 = 6

RED (2nd reference)

TEXTUREFORMAT_RED: 6 = 6

RED

TEXTUREFORMAT_RED_INTEGER: 8 = 8

RED_INTEGER

TEXTUREFORMAT_RG: 7 = 7

RG

TEXTUREFORMAT_RGB: 4 = 4

RGB

TEXTUREFORMAT_RGBA: 5 = 5

RGBA

TEXTUREFORMAT_RGBA_INTEGER: 11 = 11

RGBA_INTEGER

TEXTUREFORMAT_RGB_INTEGER: 10 = 10

RGB_INTEGER

TEXTUREFORMAT_RG_INTEGER: 9 = 9

RG_INTEGER

TEXTUREFORMAT_R_INTEGER: 8 = 8

RED_INTEGER (2nd reference)

TEXTURETYPE_BYTE: 3 = 3

BYTE

TEXTURETYPE_FLOAT: 1 = 1

FLOAT

TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: 15 = 15

FLOAT_32_UNSIGNED_INT_24_8_REV

TEXTURETYPE_HALF_FLOAT: 2 = 2

HALF_FLOAT

TEXTURETYPE_INT: 6 = 6

INT

TEXTURETYPE_SHORT: 4 = 4

SHORT

TEXTURETYPE_UNDEFINED: 16 = 16

UNDEFINED

TEXTURETYPE_UNSIGNED_BYTE: 0 = 0

UNSIGNED_BYTE

TEXTURETYPE_UNSIGNED_INT: 0 = 0

UNSIGNED_BYTE (2nd reference)

TEXTURETYPE_UNSIGNED_INTEGER: 7 = 7

UNSIGNED_INT

TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: 13 = 13

UNSIGNED_INT_10F_11F_11F_REV

TEXTURETYPE_UNSIGNED_INT_24_8: 12 = 12

UNSIGNED_INT_24_8

TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: 11 = 11

UNSIGNED_INT_2_10_10_10_REV

TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: 14 = 14

UNSIGNED_INT_5_9_9_9_REV

TEXTURETYPE_UNSIGNED_SHORT: 5 = 5

UNSIGNED_SHORT

TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: 8 = 8

UNSIGNED_SHORT_4_4_4_4

TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: 9 = 9

UNSIGNED_SHORT_5_5_5_1

TEXTURETYPE_UNSIGNED_SHORT_5_6_5: 10 = 10

UNSIGNED_SHORT_5_6_5

TEXTURE_BILINEAR_SAMPLINGMODE: 2 = 2

Bilinear is mag = linear and min = linear and no mip

TEXTURE_CLAMP_ADDRESSMODE: 0 = 0

Texture is not repeating outside of 0..1 UVs

TEXTURE_CREATIONFLAG_STORAGE: 1 = 1

Flag to create a storage texture

TEXTURE_CUBIC_MODE: 3 = 3

Cubic coordinates mode

TEXTURE_EQUIRECTANGULAR_MODE: 7 = 7

Equirectangular coordinates mode

TEXTURE_EXPLICIT_MODE: 0 = 0

Explicit coordinates mode

TEXTURE_FILTERING_QUALITY_HIGH: 64 = 64

High quality for texture filtering

TEXTURE_FILTERING_QUALITY_LOW: 8 = 8

Low quality for texture filtering

TEXTURE_FILTERING_QUALITY_MEDIUM: 16 = 16

Medium quality for texture filtering

TEXTURE_FILTERING_QUALITY_OFFLINE: 4096 = 4096

Offline (baking) quality for texture filtering

TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: 9 = 9

Equirectangular Fixed Mirrored coordinates mode

TEXTURE_FIXED_EQUIRECTANGULAR_MODE: 8 = 8

Equirectangular Fixed coordinates mode

TEXTURE_INVCUBIC_MODE: 6 = 6

Inverse Cubic coordinates mode

TEXTURE_LINEAR_LINEAR: 2 = 2

mag = linear and min = linear and mip = none

TEXTURE_LINEAR_LINEAR_MIPLINEAR: 3 = 3

Trilinear is mag = linear and min = linear and mip = linear

TEXTURE_LINEAR_LINEAR_MIPNEAREST: 11 = 11

Bilinear is mag = linear and min = linear and mip = nearest

TEXTURE_LINEAR_NEAREST: 12 = 12

mag = linear and min = nearest and mip = none

TEXTURE_LINEAR_NEAREST_MIPLINEAR: 10 = 10

mag = linear and min = nearest and mip = linear

TEXTURE_LINEAR_NEAREST_MIPNEAREST: 9 = 9

mag = linear and min = nearest and mip = nearest

TEXTURE_MIRROR_ADDRESSMODE: 2 = 2

Texture is repeating and mirrored

TEXTURE_NEAREST_LINEAR: 7 = 7

mag = nearest and min = linear and mip = none

TEXTURE_NEAREST_LINEAR_MIPLINEAR: 6 = 6

mag = nearest and min = linear and mip = linear

TEXTURE_NEAREST_LINEAR_MIPNEAREST: 5 = 5

mag = nearest and min = linear and mip = nearest

TEXTURE_NEAREST_NEAREST: 1 = 1

mag = nearest and min = nearest and mip = none

TEXTURE_NEAREST_NEAREST_MIPLINEAR: 8 = 8

nearest is mag = nearest and min = nearest and mip = linear

TEXTURE_NEAREST_NEAREST_MIPNEAREST: 4 = 4

mag = nearest and min = nearest and mip = nearest

TEXTURE_NEAREST_SAMPLINGMODE: 1 = 1

nearest is mag = nearest and min = nearest and no mip

TEXTURE_PLANAR_MODE: 2 = 2

Planar coordinates mode

TEXTURE_PROJECTION_MODE: 4 = 4

Projection coordinates mode

TEXTURE_SKYBOX_MODE: 5 = 5

Skybox coordinates mode

TEXTURE_SPHERICAL_MODE: 1 = 1

Spherical coordinates mode

TEXTURE_TRILINEAR_SAMPLINGMODE: 3 = 3

Trilinear is mag = linear and min = linear and mip = linear

TEXTURE_WRAP_ADDRESSMODE: 1 = 1

Texture is repeating outside of 0..1 UVs

ZERO: 0 = 0

Passed to stencilOperation to specify that stencil value must be zero

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