API

Class Constants

Defines the cross module used constants to avoid circular dependencies

Index
ACTION_NothingTrigger ACTION_OnCenterPickTrigger ACTION_OnDoublePickTrigger ACTION_OnEveryFrameTrigger ACTION_OnIntersectionEnterTrigger ACTION_OnIntersectionExitTrigger ACTION_OnKeyDownTrigger ACTION_OnKeyUpTrigger ACTION_OnLeftPickTrigger ACTION_OnLongPressTrigger ACTION_OnPickDownTrigger ACTION_OnPickOutTrigger ACTION_OnPickTrigger ACTION_OnPickUpTrigger ACTION_OnPointerOutTrigger ACTION_OnPointerOverTrigger ACTION_OnRightPickTrigger ALPHA_ADD ALPHA_ALPHATOCOLOR ALPHA_COMBINE ALPHA_DISABLE ALPHA_DUAL_SRC0_ADD_SRC1xDST ALPHA_EQUATION_ADD ALPHA_EQUATION_DARKEN ALPHA_EQUATION_MAX ALPHA_EQUATION_MIN ALPHA_EQUATION_REVERSE_SUBTRACT ALPHA_EQUATION_SUBSTRACT ALPHA_EXCLUSION ALPHA_INTERPOLATE ALPHA_LAYER_ACCUMULATE ALPHA_MAX ALPHA_MAXIMIZED ALPHA_MIN ALPHA_MULTIPLY ALPHA_ONEONE ALPHA_ONEONE_ONEONE ALPHA_ONEONE_ONEZERO ALPHA_PREMULTIPLIED ALPHA_PREMULTIPLIED_PORTERDUFF ALPHA_REPLACE_COLOR ALPHA_REVERSEONEMINUS ALPHA_SCREENMODE ALPHA_SRC_DSTONEMINUSSRCALPHA ALPHA_SUBTRACT ALWAYS ANIMATIONTYPE_COLOR3 ANIMATIONTYPE_COLOR4 ANIMATIONTYPE_FLOAT ANIMATIONTYPE_MATRIX ANIMATIONTYPE_QUATERNION ANIMATIONTYPE_SIZE ANIMATIONTYPE_VECTOR2 ANIMATIONTYPE_VECTOR3 AUTOSAMPLERSUFFIX BUFFER_CREATIONFLAG_INDEX BUFFER_CREATIONFLAG_INDIRECT BUFFER_CREATIONFLAG_READ BUFFER_CREATIONFLAG_READWRITE BUFFER_CREATIONFLAG_STORAGE BUFFER_CREATIONFLAG_UNIFORM BUFFER_CREATIONFLAG_VERTEX BUFFER_CREATIONFLAG_WRITE BYTE ColorInstanceKind ColorKind DECR DECR_WRAP DELAYLOADSTATE_LOADED DELAYLOADSTATE_LOADING DELAYLOADSTATE_NONE DELAYLOADSTATE_NOTLOADED DISABLEUA EQUAL FLOAT FOGMODE_EXP FOGMODE_EXP2 FOGMODE_LINEAR FOGMODE_NONE FOVMODE_HORIZONTAL_FIXED FOVMODE_VERTICAL_FIXED GEQUAL GL_ALPHA_EQUATION_ADD GL_ALPHA_EQUATION_MAX GL_ALPHA_EQUATION_MIN GL_ALPHA_EQUATION_REVERSE_SUBTRACT GL_ALPHA_EQUATION_SUBTRACT GL_ALPHA_FUNCTION_CONSTANT_ALPHA GL_ALPHA_FUNCTION_CONSTANT_COLOR GL_ALPHA_FUNCTION_DST_ALPHA GL_ALPHA_FUNCTION_DST_COLOR GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_ALPHA GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_COLOR GL_ALPHA_FUNCTION_SRC GL_ALPHA_FUNCTION_SRC_ALPHA GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED GL_ALPHA_FUNCTION_SRC1_ALPHA GL_ALPHA_FUNCTION_SRC1_COLOR GREATER HALF_FLOAT INCR INCR_WRAP INPUT_ALT_KEY INPUT_CTRL_KEY INPUT_META_KEY1 INPUT_META_KEY2 INPUT_META_KEY3 INPUT_SHIFT_KEY INT INVERT KEEP LEQUAL LESS MATERIAL_AllDirtyFlag MATERIAL_AttributesDirtyFlag MATERIAL_ClockWiseSideOrientation MATERIAL_CONDUCTOR_SPECULAR_MODEL_GLTF MATERIAL_CONDUCTOR_SPECULAR_MODEL_OPENPBR MATERIAL_CounterClockWiseSideOrientation MATERIAL_DIELECTRIC_SPECULAR_MODEL_GLTF MATERIAL_DIELECTRIC_SPECULAR_MODEL_OPENPBR MATERIAL_DIFFUSE_MODEL_BURLEY MATERIAL_DIFFUSE_MODEL_E_OREN_NAYAR MATERIAL_DIFFUSE_MODEL_LAMBERT MATERIAL_DIFFUSE_MODEL_LEGACY MATERIAL_FresnelDirtyFlag MATERIAL_ImageProcessingDirtyFlag MATERIAL_LightDirtyFlag MATERIAL_LineListDrawMode MATERIAL_LineLoopDrawMode MATERIAL_LineStripDrawMode MATERIAL_MiscDirtyFlag MATERIAL_PointFillMode MATERIAL_PointListDrawMode MATERIAL_PrePassDirtyFlag MATERIAL_TextureDirtyFlag MATERIAL_TriangleFanDrawMode MATERIAL_TriangleFillMode MATERIAL_TriangleStripDrawMode MATERIAL_WireFrameFillMode MatricesIndicesExtraKind MatricesIndicesKind MatricesWeightsExtraKind MatricesWeightsKind MAX_SUPPORTED_UV_SETS MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY MESHES_CULLINGSTRATEGY_STANDARD NEVER NormalKind NOTEQUAL ORTHOGRAPHIC_CAMERA OUTLINELAYER_SAMPLING_OCTADIRECTIONAL OUTLINELAYER_SAMPLING_TRIDIRECTIONAL PARTICLES_BILLBOARDMODE_ALL PARTICLES_BILLBOARDMODE_STRETCHED PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL PARTICLES_BILLBOARDMODE_Y PERSPECTIVE_CAMERA PositionKind PREPASS_ALBEDO_SQRT_TEXTURE_TYPE PREPASS_ALBEDO_TEXTURE_TYPE PREPASS_COLOR_TEXTURE_TYPE PREPASS_DEPTH_TEXTURE_TYPE PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE PREPASS_IRRADIANCE_TEXTURE_TYPE PREPASS_LOCAL_POSITION_TEXTURE_TYPE PREPASS_MESH_BLEND_TAG_TEXTURE_TYPE PREPASS_NORMAL_TEXTURE_TYPE PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE PREPASS_OBJECT_ID_TEXTURE_TYPE PREPASS_POSITION_TEXTURE_TYPE PREPASS_REFLECTIVITY_TEXTURE_TYPE PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE PREPASS_VELOCITY_TEXTURE_TYPE PREPASS_WORLD_NORMAL_TEXTURE_TYPE REPLACE RIG_MODE_CUSTOM RIG_MODE_NONE RIG_MODE_STEREOSCOPIC_ANAGLYPH RIG_MODE_STEREOSCOPIC_INTERLACED RIG_MODE_STEREOSCOPIC_OVERUNDER RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL RIG_MODE_VR SCALEMODE_CEILING SCALEMODE_FLOOR SCALEMODE_NEAREST SCENELOADER_DETAILED_LOGGING SCENELOADER_MINIMAL_LOGGING SCENELOADER_NO_LOGGING SCENELOADER_SUMMARY_LOGGING ShadowMaxZ ShadowMinZ SHORT SNAPSHOTRENDERING_FAST SNAPSHOTRENDERING_STANDARD SnippetUrl TangentKind TEXTURE_2D TEXTURE_2D_ARRAY TEXTURE_3D TEXTURE_BILINEAR_SAMPLINGMODE TEXTURE_CLAMP_ADDRESSMODE TEXTURE_CREATIONFLAG_STORAGE TEXTURE_CUBE_MAP TEXTURE_CUBE_MAP_ARRAY TEXTURE_CUBIC_MODE TEXTURE_EQUIRECTANGULAR_MODE TEXTURE_EXPLICIT_MODE TEXTURE_FILTERING_QUALITY_HIGH TEXTURE_FILTERING_QUALITY_LOW TEXTURE_FILTERING_QUALITY_MEDIUM TEXTURE_FILTERING_QUALITY_OFFLINE TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE TEXTURE_FIXED_EQUIRECTANGULAR_MODE TEXTURE_INVCUBIC_MODE TEXTURE_LINEAR_LINEAR TEXTURE_LINEAR_LINEAR_MIPLINEAR TEXTURE_LINEAR_LINEAR_MIPNEAREST TEXTURE_LINEAR_NEAREST TEXTURE_LINEAR_NEAREST_MIPLINEAR TEXTURE_LINEAR_NEAREST_MIPNEAREST TEXTURE_MIRROR_ADDRESSMODE TEXTURE_NEAREST_LINEAR TEXTURE_NEAREST_LINEAR_MIPLINEAR TEXTURE_NEAREST_LINEAR_MIPNEAREST TEXTURE_NEAREST_NEAREST TEXTURE_NEAREST_NEAREST_MIPLINEAR TEXTURE_NEAREST_NEAREST_MIPNEAREST TEXTURE_NEAREST_SAMPLINGMODE TEXTURE_PLANAR_MODE TEXTURE_PROJECTION_MODE TEXTURE_REPETITION_HEX_TILING TEXTURE_REPETITION_NOISE_BLEND TEXTURE_REPETITION_NONE TEXTURE_REPETITION_TILE_RANDOMIZATION TEXTURE_REPETITION_VORONOI_BOMBING TEXTURE_SKYBOX_MODE TEXTURE_SPHERICAL_MODE TEXTURE_TRILINEAR_SAMPLINGMODE TEXTURE_WRAP_ADDRESSMODE TEXTUREFORMAT_ALPHA TEXTUREFORMAT_BGRA TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1 TEXTUREFORMAT_COMPRESSED_RGB8_ETC2 TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6 TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8 TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1 TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3 TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5 TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2 TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2 TEXTUREFORMAT_DEPTH16 TEXTUREFORMAT_DEPTH24 TEXTUREFORMAT_DEPTH24_STENCIL8 TEXTUREFORMAT_DEPTH24UNORM_STENCIL8 TEXTUREFORMAT_DEPTH32_FLOAT TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8 TEXTUREFORMAT_LUMINANCE TEXTUREFORMAT_LUMINANCE_ALPHA TEXTUREFORMAT_R TEXTUREFORMAT_R_INTEGER TEXTUREFORMAT_R16_SNORM TEXTUREFORMAT_R16_UNORM TEXTUREFORMAT_RED TEXTUREFORMAT_RED_INTEGER TEXTUREFORMAT_RG TEXTUREFORMAT_RG_INTEGER TEXTUREFORMAT_RG16_SNORM TEXTUREFORMAT_RG16_UNORM TEXTUREFORMAT_RGB TEXTUREFORMAT_RGB_INTEGER TEXTUREFORMAT_RGB16_SNORM TEXTUREFORMAT_RGB16_UNORM TEXTUREFORMAT_RGBA TEXTUREFORMAT_RGBA_INTEGER TEXTUREFORMAT_RGBA16_SNORM TEXTUREFORMAT_RGBA16_UNORM TEXTUREFORMAT_STENCIL8 TEXTUREFORMAT_UNDEFINED TEXTURETYPE_BYTE TEXTURETYPE_FLOAT TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV TEXTURETYPE_HALF_FLOAT TEXTURETYPE_INT TEXTURETYPE_SHORT TEXTURETYPE_UNDEFINED TEXTURETYPE_UNSIGNED_BYTE TEXTURETYPE_UNSIGNED_INT TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV TEXTURETYPE_UNSIGNED_INT_24_8 TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV TEXTURETYPE_UNSIGNED_INTEGER TEXTURETYPE_UNSIGNED_SHORT TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4 TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1 TEXTURETYPE_UNSIGNED_SHORT_5_6_5 UNSIGNED_BYTE UNSIGNED_INT UNSIGNED_SHORT UV2Kind UV3Kind UV4Kind UV5Kind UV6Kind UVKind ZERO
ACTION_NothingTrigger: 0

Nothing

ACTION_OnCenterPickTrigger: 4

On center pick

ACTION_OnDoublePickTrigger: 6

On double pick

ACTION_OnEveryFrameTrigger: 11

On every frame

ACTION_OnIntersectionEnterTrigger: 12

On intersection enter

ACTION_OnIntersectionExitTrigger: 13

On intersection exit

ACTION_OnKeyDownTrigger: 14

On key down

ACTION_OnKeyUpTrigger: 15

On key up

ACTION_OnLeftPickTrigger: 2

On left pick

ACTION_OnLongPressTrigger: 8

On long press

ACTION_OnPickDownTrigger: 5

On pick down

ACTION_OnPickOutTrigger: 16

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

ACTION_OnPickTrigger: 1

On pick

ACTION_OnPickUpTrigger: 7

On pick up

ACTION_OnPointerOutTrigger: 10

On pointer out

ACTION_OnPointerOverTrigger: 9

On pointer over

ACTION_OnRightPickTrigger: 3

On right pick

ALPHA_ADD: 1

Defines that alpha blending is COLOR=SRC_ALPHA * SRC + DEST, ALPHA=DEST_ALPHA

ALPHA_ALPHATOCOLOR: 12

Defines that alpha blending is COLOR=DEST_ALPHA * SRC + DST, ALPHA=0

ALPHA_COMBINE: 2

Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA Go-to for transparency. 100% alpha means source, 0% alpha means background. Glass, UI fade, smoke

ALPHA_DISABLE: 0

Defines that alpha blending is disabled

ALPHA_DUAL_SRC0_ADD_SRC1xDST: 20

Defines that alpha blending uses dual source blending and is COLOR=SRC + SRC1 * DEST, ALPHA=DST_ALPHA

ALPHA_EQUATION_ADD: 0

Defines that alpha blending equation a SUM

ALPHA_EQUATION_DARKEN: 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

Defines that alpha blending equation a MAX operation

ALPHA_EQUATION_MIN: 4

Defines that alpha blending equation a MIN operation

ALPHA_EQUATION_REVERSE_SUBTRACT: 2

Defines that alpha blending equation a REVERSE SUBSTRACTION

ALPHA_EQUATION_SUBSTRACT: 1

Defines that alpha blending equation a SUBSTRACTION

ALPHA_EXCLUSION: 16

Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=DEST_ALPHA Produces inverted look (negative space), like 'exclusion' mode in photoshop

ALPHA_INTERPOLATE: 9

Defines that alpha blending is COLOR=CST * SRC + (1 - CST) * DEST, ALPHA=CST_ALPHA * SRC + (1 - CST_ALPHA) * DEST_ALPHA Where CST is user-supplied color

ALPHA_LAYER_ACCUMULATE: 17

Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA Great for layered rendering (particles, fog volumes), accumulates transparency in a more physically accurate way

ALPHA_MAX: 19

Defines that alpha blending is COLOR=MAX(SRC, DEST), ALPHA=MAX(SRC_ALPHA, DEST_ALPHA)

ALPHA_MAXIMIZED: 5

Defines that alpha blending is COLOR=SRC_ALPHA * SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA Prioritizes area with high source alpha, strongly emphasizes the source

ALPHA_MIN: 18

Defines that alpha blending is COLOR=MIN(SRC, DEST), ALPHA=MIN(SRC_ALPHA, DEST_ALPHA)

ALPHA_MULTIPLY: 4

Defines that alpha blending is COLOR=DEST * SRC, ALPHA=SRC_ALPHA + DEST_ALPHA

ALPHA_ONEONE: 6

Defines that alpha blending is COLOR=SRC + DEST, ALPHA=DEST_ALPHA Source color is added to the destination color without alpha affecting the result. Great for additive glow effects (fire, magic, lasers)

ALPHA_ONEONE_ONEONE: 11

Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA + DEST_ALPHA Straight addition of color and alpha- use when you want both source and destination colors and opacities to stack

ALPHA_ONEONE_ONEZERO: 15

Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA Color stacks, but only source alpha is kept

ALPHA_PREMULTIPLIED: 7

Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA

ALPHA_PREMULTIPLIED_PORTERDUFF: 8

Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA

ALPHA_REPLACE_COLOR: 21

Defines that alpha blending is COLOR=SRC, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA

ALPHA_REVERSEONEMINUS: 13

Defines that alpha blending is COLOR=(1 - DEST) * SRC + (1 - SRC) * DEST, ALPHA=(1 - DEST_ALPHA) * SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA Result is between source and destination, used for experimental blending or styled effects

ALPHA_SCREENMODE: 10

Defines that alpha blending is COLOR=SRC + (1 - SRC) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA Brightens, good for soft light or UI highlights (like photoshop's screen blend)

ALPHA_SRC_DSTONEMINUSSRCALPHA: 14

Defines that alpha blending is ALPHA=SRC + (1 - SRC ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC ALPHA) * DEST_ALPHA Smooths blending between source and destination, useful in layered alpha masks

ALPHA_SUBTRACT: 3

Defines that alpha blending is COLOR=(1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA Subtracts source from destination, leading to darker results

ALWAYS: 519 = 0x0207

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

ANIMATIONTYPE_COLOR3: 4

Color3 animation type

ANIMATIONTYPE_COLOR4: 7

Color3 animation type

ANIMATIONTYPE_FLOAT: 0

Float animation type

ANIMATIONTYPE_MATRIX: 3

Matrix animation type

ANIMATIONTYPE_QUATERNION: 2

Quaternion animation type

ANIMATIONTYPE_SIZE: 6

Size animation type

ANIMATIONTYPE_VECTOR2: 5

Vector2 animation type

ANIMATIONTYPE_VECTOR3: 1

Vector3 animation type

AUTOSAMPLERSUFFIX: "Sampler"

Sampler suffix when associated with a texture name

BUFFER_CREATIONFLAG_INDEX: 16

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

BUFFER_CREATIONFLAG_INDIRECT: 64

Flag to create a buffer suitable to be used for indirect calls, such as dispatchIndirect

BUFFER_CREATIONFLAG_READ: 1

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

BUFFER_CREATIONFLAG_READWRITE: 3

Flag to create a readable and writable buffer

BUFFER_CREATIONFLAG_STORAGE: 32

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

BUFFER_CREATIONFLAG_UNIFORM: 4

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

BUFFER_CREATIONFLAG_VERTEX: 8

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

BUFFER_CREATIONFLAG_WRITE: 2

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

BYTE: number = 5120

The byte type.

ColorInstanceKind: string = "instanceColor"

Instance Colors

ColorKind: string = "color"

Colors

DECR: 7683 = 0x1e03

Passed to stencilOperation to specify that stencil value must be decremented

DECR_WRAP: 34056 = 0x8508

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

DELAYLOADSTATE_LOADED: 1

Defines that the resource was successfully delay loaded

DELAYLOADSTATE_LOADING: 2

Defines that the resource is currently delay loading

DELAYLOADSTATE_NONE: 0

Defines that the resource is not delayed

DELAYLOADSTATE_NOTLOADED: 4

Defines that the resource is delayed and has not started loading

DISABLEUA: "#define DISABLE_UNIFORMITY_ANALYSIS"

Flag used to disable diagnostics for WebGPU

EQUAL: 514 = 0x0202

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

FLOAT: number = 5126

The float type.

FOGMODE_EXP: number = 1

The fog density is following an exponential function

FOGMODE_EXP2: number = 2

The fog density is following an exponential function faster than FOGMODE_EXP

FOGMODE_LINEAR: number = 3

The fog density is following a linear function.

FOGMODE_NONE: number = 0

The fog is deactivated

FOVMODE_HORIZONTAL_FIXED: 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

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 = 0x0206

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 = 0x8006

Alpha blend equation: ADD

GL_ALPHA_EQUATION_MAX: 32776 = 0x8008

Alpha equation: MAX

GL_ALPHA_EQUATION_MIN: 32775 = 0x8007

Alpha equation: MIN

GL_ALPHA_EQUATION_REVERSE_SUBTRACT: 32779 = 0x800b

Alpha equation: REVERSE_SUBTRACT

GL_ALPHA_EQUATION_SUBTRACT: 32778 = 0x800a

Alpha equation: SUBTRACT

GL_ALPHA_FUNCTION_CONSTANT_ALPHA: 32771 = 0x8003

Alpha blend function: CONSTANT_ALPHA

GL_ALPHA_FUNCTION_CONSTANT_COLOR: 32769 = 0x8001

Alpha blend function: CONSTANT

GL_ALPHA_FUNCTION_DST_ALPHA: 772 = 0x0304

Alpha blend function: DST_ALPHA

GL_ALPHA_FUNCTION_DST_COLOR: 774 = 0x0306

Alpha blend function: ONE_MINUS_DST

GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_ALPHA: 32772 = 0x8004

Alpha blend function: ONE_MINUS_CONSTANT_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_CONSTANT_COLOR: 32770 = 0x8002

Alpha blend function: ONE_MINUS_CONSTANT

GL_ALPHA_FUNCTION_ONE_MINUS_DST_ALPHA: 773 = 0x0305

Alpha blend function: ONE_MINUS_DST_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_DST_COLOR: 775 = 0x0307

Alpha blend function: ONE_MINUS_DST

GL_ALPHA_FUNCTION_ONE_MINUS_SRC_ALPHA: 771 = 0x0303

Alpha blend function: ONE_MINUS_SRC_ALPHA

GL_ALPHA_FUNCTION_ONE_MINUS_SRC_COLOR: 769 = 0x0301

Alpha blend function: ONE_MINUS_SRC

GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_ALPHA: 35067 = 0x88fb

Alpha blend function: SRC1

GL_ALPHA_FUNCTION_ONE_MINUS_SRC1_COLOR: 35066 = 0x88fa

Alpha blend function: SRC1

GL_ALPHA_FUNCTION_SRC: 768 = 0x0300

Alpha blend function: SRC

GL_ALPHA_FUNCTION_SRC_ALPHA: 770 = 0x0302

Alpha blend function: SRC_ALPHA

GL_ALPHA_FUNCTION_SRC_ALPHA_SATURATED: 776 = 0x0308

Alpha blend function: SRC_ALPHA_SATURATED

GL_ALPHA_FUNCTION_SRC1_ALPHA: 34185 = 0x8589

Alpha blend function: SRC1

GL_ALPHA_FUNCTION_SRC1_COLOR: 35065 = 0x88f9

Alpha blend function: SRC1

GREATER: 516 = 0x0204

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

HALF_FLOAT: number = 5131

The half float type.

INCR: 7682 = 0x1e02

Passed to stencilOperation to specify that stencil value must be incremented

INCR_WRAP: 34055 = 0x8507

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

INPUT_ALT_KEY: 18

Constant used as key code for Alt key

INPUT_CTRL_KEY: 17

Constant used as key code for Ctrl key

INPUT_META_KEY1: 91

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

INPUT_META_KEY2: 92

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

INPUT_META_KEY3: 93

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

INPUT_SHIFT_KEY: 16

Constant used as key code for Shift key

INT: number = 5124

The integer type.

INVERT: 5386 = 0x150a

Passed to stencilOperation to specify that stencil value must be inverted

KEEP: 7680 = 0x1e00

Passed to stencilOperation to specify that stencil value must be kept

LEQUAL: 515 = 0x0203

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 = 0x0201

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: 127

The all dirty flag value

MATERIAL_AttributesDirtyFlag: 8

The dirty attribute flag value

MATERIAL_ClockWiseSideOrientation: 0

Stores the clock-wise side orientation

MATERIAL_CONDUCTOR_SPECULAR_MODEL_GLTF: 0

Specular lighting for metals follows the logic in the glTF specification. Base colour is applied at F0 while glancing angles tend towards white.

MATERIAL_CONDUCTOR_SPECULAR_MODEL_OPENPBR: 1

Specular lighting for metals follows the logic in the OpenPBR specification. Specular colour is applied to glancing angles using the F82 spec.

MATERIAL_CounterClockWiseSideOrientation: 1

Stores the counter clock-wise side orientation

MATERIAL_DIELECTRIC_SPECULAR_MODEL_GLTF: 0

Specular lighting for dielectric materials follows the logic in the glTF specification and KHR_materials_specular extension. Specular colour is applied only at normal incidence (i.e. F0) while glancing angles (i.e. F90) tend towards white.

MATERIAL_DIELECTRIC_SPECULAR_MODEL_OPENPBR: 1

Specular lighting for dielectric materials follows the logic in the OpenPBR specification. Specular colour is applied to all dielectric reflection, not just at normal incidence (i.e. F0).

MATERIAL_DIFFUSE_MODEL_BURLEY: 1

Burley diffuse model type.

MATERIAL_DIFFUSE_MODEL_E_OREN_NAYAR: 0

Energy-conserving Oren Nayar diffuse model type.

MATERIAL_DIFFUSE_MODEL_LAMBERT: 2

Lambertian diffuse model type.

MATERIAL_DIFFUSE_MODEL_LEGACY: 3

Babylon.js version less than 8.x IBL Lambert + Burley diffuse model type.

MATERIAL_FresnelDirtyFlag: 4

The dirty fresnel flag value

MATERIAL_ImageProcessingDirtyFlag: 64

The dirty image processing flag value

MATERIAL_LightDirtyFlag: 2

The dirty light flag value

MATERIAL_LineListDrawMode: 4

Returns the line list draw mode

MATERIAL_LineLoopDrawMode: 5

Returns the line loop draw mode

MATERIAL_LineStripDrawMode: 6

Returns the line strip draw mode

MATERIAL_MiscDirtyFlag: 16

The dirty misc flag value

MATERIAL_PointFillMode: 2

Returns the point fill mode

MATERIAL_PointListDrawMode: 3

Returns the point list draw mode

MATERIAL_PrePassDirtyFlag: 32

The dirty prepass flag value

MATERIAL_TextureDirtyFlag: 1

The dirty texture flag value

MATERIAL_TriangleFanDrawMode: 8

Returns the triangle fan draw mode

MATERIAL_TriangleFillMode: 0

Returns the triangle fill mode

MATERIAL_TriangleStripDrawMode: 7

Returns the triangle strip draw mode

MATERIAL_WireFrameFillMode: 1

Returns the wireframe mode

MatricesIndicesExtraKind: string = "matricesIndicesExtra"

Additional matrix indices (for bones)

MatricesIndicesKind: string = "matricesIndices"

Matrix indices (for bones)

MatricesWeightsExtraKind: string = "matricesWeightsExtra"

Additional matrix weights (for bones)

MatricesWeightsKind: string = "matricesWeights"

Matrix weights (for bones)

MAX_SUPPORTED_UV_SETS: 6

Maximum number of uv sets supported

MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: 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

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

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

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 = 0x0200

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

NormalKind: string = "normal"

Normals

NOTEQUAL: 517 = 0x0205

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

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.

OUTLINELAYER_SAMPLING_OCTADIRECTIONAL: 1

Used for Selection Outline Layer sampling methods

Brute force 8 directional sampling

This method uses 1 center sample and 8 additional samples to compute the outline mask It is more precise but less optimized.

OUTLINELAYER_SAMPLING_TRIDIRECTIONAL: 0

Used for Selection Outline Layer sampling methods

Optimized brute force 3 directional sampling

This method uses 1 center sample and 3 additional samples to compute the outline mask It is optimized but may produce artifacts when the outline thickness is set to high values.

PARTICLES_BILLBOARDMODE_ALL: 7

Billboard mode will apply to all axes

PARTICLES_BILLBOARDMODE_STRETCHED: 8

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

PARTICLES_BILLBOARDMODE_STRETCHED_LOCAL: 9

Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission

PARTICLES_BILLBOARDMODE_Y: 2

Billboard mode will only apply to Y axis

PERSPECTIVE_CAMERA: 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.

PositionKind: string = "position"

Positions

PREPASS_ALBEDO_SQRT_TEXTURE_TYPE: 7

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

PREPASS_ALBEDO_TEXTURE_TYPE: 12

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

PREPASS_COLOR_TEXTURE_TYPE: 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

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

PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE: 0

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

PREPASS_IRRADIANCE_TEXTURE_TYPE: 14

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

PREPASS_LOCAL_POSITION_TEXTURE_TYPE: 9

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

PREPASS_MESH_BLEND_TAG_TEXTURE_TYPE: 16

Constant used to retrieve the packed mesh-blending tag texture index in geometry rendering textures.

PREPASS_NORMAL_TEXTURE_TYPE: 6

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

PREPASS_NORMALIZED_VIEW_DEPTH_TEXTURE_TYPE: 13

Constant used to retrieve normalized camera view depth geometry texture

PREPASS_OBJECT_ID_TEXTURE_TYPE: 15

Constant used to retrieve the object ID texture index in geometry rendering textures. Object IDs are stored as 24-bit RGB values or 8-bit RED values, depending on the texture format.

PREPASS_POSITION_TEXTURE_TYPE: 1

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

PREPASS_REFLECTIVITY_TEXTURE_TYPE: 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_SCREENSPACE_DEPTH_TEXTURE_TYPE: 10

Constant used to retrieve screen-space (non-linear) depth index in the textures array in the prepass using the getIndex(Constants.PREPASS_SCREENSPACE_DEPTH_TEXTURE_TYPE)

PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE: 11

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

PREPASS_VELOCITY_TEXTURE_TYPE: 2

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

PREPASS_WORLD_NORMAL_TEXTURE_TYPE: 8

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

REPLACE: 7681 = 0x1e01

Passed to stencilOperation to specify that stencil value must be replaced

RIG_MODE_CUSTOM: 22

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

RIG_MODE_NONE: 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

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

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

RIG_MODE_STEREOSCOPIC_OVERUNDER: 13

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

RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: 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

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

RIG_MODE_VR: 20

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

SCALEMODE_CEILING: 3

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

SCALEMODE_FLOOR: 1

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

SCALEMODE_NEAREST: 2

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

SCENELOADER_DETAILED_LOGGING: 3

Detailed logging while loading

SCENELOADER_MINIMAL_LOGGING: 1

Minimal logging while loading

SCENELOADER_NO_LOGGING: 0

No logging while loading

SCENELOADER_SUMMARY_LOGGING: 2

Summary logging while loading

ShadowMaxZ: number = 10000

The default maxZ value for the far plane of a frustum light

ShadowMinZ: number = 0

The default minZ value for the near plane of a frustum light

SHORT: number = 5122

The short type.

SNAPSHOTRENDERING_FAST: 1

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

SNAPSHOTRENDERING_STANDARD: 0

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

SnippetUrl: string = "https://snippet.babylonjs.com"

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

TangentKind: string = "tangent"

Tangents

TEXTURE_2D: 3553

2D Texture target

TEXTURE_2D_ARRAY: 35866

2D Array Texture target

TEXTURE_3D: 32879

3D Texture target

TEXTURE_BILINEAR_SAMPLINGMODE: 2

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

TEXTURE_CLAMP_ADDRESSMODE: 0

Texture is not repeating outside of 0..1 UVs

TEXTURE_CREATIONFLAG_STORAGE: 1

Flag to create a storage texture

TEXTURE_CUBE_MAP: 34067

Cube Map Texture target

TEXTURE_CUBE_MAP_ARRAY: 3735928559 = 0xdeadbeef

Cube Map Array Texture target

TEXTURE_CUBIC_MODE: 3

Cubic coordinates mode

TEXTURE_EQUIRECTANGULAR_MODE: 7

Equirectangular coordinates mode

TEXTURE_EXPLICIT_MODE: 0

Explicit coordinates mode

TEXTURE_FILTERING_QUALITY_HIGH: 64

High quality for texture filtering

TEXTURE_FILTERING_QUALITY_LOW: 8

Low quality for texture filtering

TEXTURE_FILTERING_QUALITY_MEDIUM: 16

Medium quality for texture filtering

TEXTURE_FILTERING_QUALITY_OFFLINE: 4096

Offline (baking) quality for texture filtering

TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: 9

Equirectangular Fixed Mirrored coordinates mode

TEXTURE_FIXED_EQUIRECTANGULAR_MODE: 8

Equirectangular Fixed coordinates mode

TEXTURE_INVCUBIC_MODE: 6

Inverse Cubic coordinates mode

TEXTURE_LINEAR_LINEAR: 2

mag = linear and min = linear and mip = none

TEXTURE_LINEAR_LINEAR_MIPLINEAR: 3

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

TEXTURE_LINEAR_LINEAR_MIPNEAREST: 11

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

TEXTURE_LINEAR_NEAREST: 12

mag = linear and min = nearest and mip = none

TEXTURE_LINEAR_NEAREST_MIPLINEAR: 10

mag = linear and min = nearest and mip = linear

TEXTURE_LINEAR_NEAREST_MIPNEAREST: 9

mag = linear and min = nearest and mip = nearest

TEXTURE_MIRROR_ADDRESSMODE: 2

Texture is repeating and mirrored

TEXTURE_NEAREST_LINEAR: 7

mag = nearest and min = linear and mip = none

TEXTURE_NEAREST_LINEAR_MIPLINEAR: 6

mag = nearest and min = linear and mip = linear

TEXTURE_NEAREST_LINEAR_MIPNEAREST: 5

mag = nearest and min = linear and mip = nearest

TEXTURE_NEAREST_NEAREST: 1

mag = nearest and min = nearest and mip = none

TEXTURE_NEAREST_NEAREST_MIPLINEAR: 8

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

TEXTURE_NEAREST_NEAREST_MIPNEAREST: 4

mag = nearest and min = nearest and mip = nearest

TEXTURE_NEAREST_SAMPLINGMODE: 1

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

TEXTURE_PLANAR_MODE: 2

Planar coordinates mode

TEXTURE_PROJECTION_MODE: 4

Projection coordinates mode

TEXTURE_REPETITION_HEX_TILING: 2

Hex-tile grid with per-tile rotation and luminance-weighted blending (3 texture fetches). Based on Mikkelsen, "Practical Real-Time Hex-Tiling", JCGT 2022.

TEXTURE_REPETITION_NOISE_BLEND: 1

Noise-driven offset blending to break texture repetition (3 texture fetches). Based on Inigo Quilez's technique 3.

TEXTURE_REPETITION_NONE: 0

No texture repetition breaking — standard tiling (1 texture fetch)

TEXTURE_REPETITION_TILE_RANDOMIZATION: 3

Per-tile random offset and mirror to break texture repetition (4 texture fetches). Based on Inigo Quilez's technique 1.

TEXTURE_REPETITION_VORONOI_BOMBING: 4

Smooth Voronoi bombing with Gaussian-weighted blending (9 texture fetches). Based on Inigo Quilez's technique 2.

TEXTURE_SKYBOX_MODE: 5

Skybox coordinates mode

TEXTURE_SPHERICAL_MODE: 1

Spherical coordinates mode

TEXTURE_TRILINEAR_SAMPLINGMODE: 3

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

TEXTURE_WRAP_ADDRESSMODE: 1

Texture is repeating outside of 0..1 UVs

TEXTUREFORMAT_ALPHA: 0

ALPHA

TEXTUREFORMAT_BGRA: 12

BGRA

TEXTUREFORMAT_COMPRESSED_RGB_BPTC_SIGNED_FLOAT: 36494

Compressed BC6 signed float

TEXTUREFORMAT_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT: 36495

Compressed BC6 unsigned float

TEXTUREFORMAT_COMPRESSED_RGB_ETC1_WEBGL: 36196

Compressed ETC1 (RGB)

TEXTUREFORMAT_COMPRESSED_RGB_S3TC_DXT1: 33776

Compressed BC1 (RGB)

TEXTUREFORMAT_COMPRESSED_RGB8_ETC2: 37492

Compressed ETC2 (RGB)

TEXTUREFORMAT_COMPRESSED_RGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37494

Compressed ETC2 (RGB+A1)

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x10: 37819

Compressed ASTC 10x10

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x5: 37816

Compressed ASTC 10x5

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x6: 37817

Compressed ASTC 10x6

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_10x8: 37818

Compressed ASTC 10x8

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x10: 37820

Compressed ASTC 12x10

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_12x12: 37821

Compressed ASTC 12x12

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_4x4: 37808

Compressed ASTC 4x4

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x4: 37809

Compressed ASTC 5x4

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_5x5: 37810

Compressed ASTC 5x5

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x5: 37811

Compressed ASTC 6x5

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_6x6: 37812

Compressed ASTC 6x6

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x5: 37813

Compressed ASTC 8x5

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x6: 37814

Compressed ASTC 8x6

TEXTUREFORMAT_COMPRESSED_RGBA_ASTC_8x8: 37815

Compressed ASTC 8x8

TEXTUREFORMAT_COMPRESSED_RGBA_BPTC_UNORM: 36492

Compressed BC7

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT1: 33777

Compressed BC1 (RGBA)

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT3: 33778

Compressed BC2

TEXTUREFORMAT_COMPRESSED_RGBA_S3TC_DXT5: 33779

Compressed BC3

TEXTUREFORMAT_COMPRESSED_RGBA8_ETC2_EAC: 37496

Compressed ETC2 (RGBA)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_BPTC_UNORM: 36493

Compressed BC7 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT: 35917

Compressed BC1 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT: 35918

Compressed BC2 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT: 35919

Compressed BC3 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB_S3TC_DXT1_EXT: 35916

Compressed BC1 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR: 37851

Compressed ASTC 10x10 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR: 37848

Compressed ASTC 10x5 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR: 37849

Compressed ASTC 10x6 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR: 37850

Compressed ASTC 10x8 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR: 37852

Compressed ASTC 12x10 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR: 37853

Compressed ASTC 12x12 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR: 37840

Compressed ASTC 4x4 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR: 37841

Compressed ASTC 5x4 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR: 37842

Compressed ASTC 5x5 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR: 37843

Compressed ASTC 6x5 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR: 37844

Compressed ASTC 6x6 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR: 37845

Compressed ASTC 8x5 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR: 37846

Compressed ASTC 8x6 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR: 37847

Compressed ASTC 8x8 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ALPHA8_ETC2_EAC: 37497

Compressed ETC2 (SRGB+A)

TEXTUREFORMAT_COMPRESSED_SRGB8_ETC2: 37493

Compressed ETC2 (SRGB)

TEXTUREFORMAT_COMPRESSED_SRGB8_PUNCHTHROUGH_ALPHA1_ETC2: 37495

Compressed ETC2 (SRGB+A1)

TEXTUREFORMAT_DEPTH16: 15

Depth 16 bits

TEXTUREFORMAT_DEPTH24: 16

Depth 24 bits

TEXTUREFORMAT_DEPTH24_STENCIL8: 13

Depth 24 bits + Stencil 8 bits

TEXTUREFORMAT_DEPTH24UNORM_STENCIL8: 17

Depth 24 bits unorm + Stencil 8 bits

TEXTUREFORMAT_DEPTH32_FLOAT: 14

Depth 32 bits float

TEXTUREFORMAT_DEPTH32FLOAT_STENCIL8: 18

Depth 32 bits float + Stencil 8 bits

TEXTUREFORMAT_LUMINANCE: 1

LUMINANCE

TEXTUREFORMAT_LUMINANCE_ALPHA: 2

LUMINANCE_ALPHA

TEXTUREFORMAT_R: 6

RED (2nd reference)

TEXTUREFORMAT_R_INTEGER: 8

RED_INTEGER (2nd reference)

TEXTUREFORMAT_R16_SNORM: 36760 = 0x8f98

RED signed short normed to [-1, 1] *

TEXTUREFORMAT_R16_UNORM: 33322 = 0x822a

RED unsigned short normed to [0, 1] *

TEXTUREFORMAT_RED: 6

RED

TEXTUREFORMAT_RED_INTEGER: 8

RED_INTEGER

TEXTUREFORMAT_RG: 7

RG

TEXTUREFORMAT_RG_INTEGER: 9

RG_INTEGER

TEXTUREFORMAT_RG16_SNORM: 36761 = 0x8f99

RG signed short normed to [-1, 1] *

TEXTUREFORMAT_RG16_UNORM: 33324 = 0x822c

RG unsigned short normed to [0, 1] *

TEXTUREFORMAT_RGB: 4

RGB

TEXTUREFORMAT_RGB_INTEGER: 10

RGB_INTEGER

TEXTUREFORMAT_RGB16_SNORM: 36762 = 0x8f9a

RGB signed short normed to [-1, 1] *

TEXTUREFORMAT_RGB16_UNORM: 32852 = 0x8054

RGB unsigned short normed to [0, 1] *

TEXTUREFORMAT_RGBA: 5

RGBA

TEXTUREFORMAT_RGBA_INTEGER: 11

RGBA_INTEGER

TEXTUREFORMAT_RGBA16_SNORM: 36763 = 0x8f9b

RGBA signed short normed to [-1, 1] *

TEXTUREFORMAT_RGBA16_UNORM: 32859 = 0x805b

RGBA unsigned short normed to [0, 1] *

TEXTUREFORMAT_STENCIL8: 19

Stencil 8 bits

TEXTUREFORMAT_UNDEFINED: 4294967295 = 0xffffffff

UNDEFINED

TEXTURETYPE_BYTE: 3

BYTE

TEXTURETYPE_FLOAT: 1

FLOAT

TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: 15

FLOAT_32_UNSIGNED_INT_24_8_REV

TEXTURETYPE_HALF_FLOAT: 2

HALF_FLOAT

TEXTURETYPE_INT: 6

INT

TEXTURETYPE_SHORT: 4

SHORT

TEXTURETYPE_UNDEFINED: 16

UNDEFINED

TEXTURETYPE_UNSIGNED_BYTE: 0

UNSIGNED_BYTE

TEXTURETYPE_UNSIGNED_INT: 0

use more explicit TEXTURETYPE_UNSIGNED_BYTE instead. Use TEXTURETYPE_UNSIGNED_INTEGER for 32bits values.

TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: 13

UNSIGNED_INT_10F_11F_11F_REV

TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: 11

UNSIGNED_INT_2_10_10_10_REV

TEXTURETYPE_UNSIGNED_INT_24_8: 12

UNSIGNED_INT_24_8

TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: 14

UNSIGNED_INT_5_9_9_9_REV

TEXTURETYPE_UNSIGNED_INTEGER: 7

UNSIGNED_INT

TEXTURETYPE_UNSIGNED_SHORT: 5

UNSIGNED_SHORT

TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: 8

UNSIGNED_SHORT_4_4_4_4

TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: 9

UNSIGNED_SHORT_5_5_5_1

TEXTURETYPE_UNSIGNED_SHORT_5_6_5: 10

UNSIGNED_SHORT_5_6_5

UNSIGNED_BYTE: number = 5121

The unsigned byte type.

UNSIGNED_INT: number = 5125

The unsigned integer type.

UNSIGNED_SHORT: number = 5123

The unsigned short type.

UV2Kind: string = "uv2"

Texture coordinates 2

UV3Kind: string = "uv3"

Texture coordinates 3

UV4Kind: string = "uv4"

Texture coordinates 4

UV5Kind: string = "uv5"

Texture coordinates 5

UV6Kind: string = "uv6"

Texture coordinates 6

UVKind: string = "uv"

Texture coordinates

ZERO: 0 = 0x0000

Passed to stencilOperation to specify that stencil value must be zero