Class Constants
Index
Constructors
Properties
Properties
Static ReadonlyACTION_ Nothing Trigger
Nothing
Static ReadonlyACTION_ On Center Pick Trigger
On center pick
Static ReadonlyACTION_ On Double Pick Trigger
On double pick
Static ReadonlyACTION_ On Every Frame Trigger
On every frame
Static ReadonlyACTION_ On Intersection Enter Trigger
On intersection enter
Static ReadonlyACTION_ On Intersection Exit Trigger
On intersection exit
Static ReadonlyACTION_ On Key Down Trigger
On key down
Static ReadonlyACTION_ On Key Up Trigger
On key up
Static ReadonlyACTION_ On Left Pick Trigger
On left pick
Static ReadonlyACTION_ On Long Press Trigger
On long press
Static ReadonlyACTION_ On Pick Down Trigger
On pick down
Static ReadonlyACTION_ On Pick Out Trigger
On pick out. This trigger will only be raised if you also declared a OnPickDown
Static ReadonlyACTION_ On Pick Trigger
On pick
Static ReadonlyACTION_ On Pick Up Trigger
On pick up
Static ReadonlyACTION_ On Pointer Out Trigger
On pointer out
Static ReadonlyACTION_ On Pointer Over Trigger
On pointer over
Static ReadonlyACTION_ On Right Pick Trigger
On right pick
Static ReadonlyALPHA_ ADD
Defines that alpha blending is COLOR=SRC_ALPHA * SRC + DEST, ALPHA=DEST_ALPHA
Static ReadonlyALPHA_ ALPHATOCOLOR
Defines that alpha blending is COLOR=DEST_ALPHA * SRC + DST, ALPHA=0
Static ReadonlyALPHA_ COMBINE
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
Static ReadonlyALPHA_ DISABLE
Defines that alpha blending is disabled
Static ReadonlyALPHA_ DUAL_ SRC0_ ADD_ SRC1x DST
Defines that alpha blending uses dual source blending and is COLOR=SRC + SRC1 * DEST, ALPHA=DST_ALPHA
Static ReadonlyALPHA_ EQUATION_ ADD
Defines that alpha blending equation a SUM
Static ReadonlyALPHA_ EQUATION_ DARKEN
Defines that alpha blending equation a DARKEN operation: It takes the min of the src and sums the alpha channels.
Static ReadonlyALPHA_ EQUATION_ MAX
Defines that alpha blending equation a MAX operation
Static ReadonlyALPHA_ EQUATION_ MIN
Defines that alpha blending equation a MIN operation
Static ReadonlyALPHA_ EQUATION_ REVERSE_ SUBTRACT
Defines that alpha blending equation a REVERSE SUBSTRACTION
Static ReadonlyALPHA_ EQUATION_ SUBSTRACT
Defines that alpha blending equation a SUBSTRACTION
Static ReadonlyALPHA_ EXCLUSION
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
Static ReadonlyALPHA_ INTERPOLATE
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
Static ReadonlyALPHA_ LAYER_ ACCUMULATE
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
Static ReadonlyALPHA_ MAX
Defines that alpha blending is COLOR=MAX(SRC, DEST), ALPHA=MAX(SRC_ALPHA, DEST_ALPHA)
Static ReadonlyALPHA_ MAXIMIZED
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
Static ReadonlyALPHA_ MIN
Defines that alpha blending is COLOR=MIN(SRC, DEST), ALPHA=MIN(SRC_ALPHA, DEST_ALPHA)
Static ReadonlyALPHA_ MULTIPLY
Defines that alpha blending is COLOR=DEST * SRC, ALPHA=SRC_ALPHA + DEST_ALPHA
Static ReadonlyALPHA_ ONEONE
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)
Static ReadonlyALPHA_ ONEONE_ ONEONE
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
Static ReadonlyALPHA_ ONEONE_ ONEZERO
Defines that alpha blending is COLOR=SRC + DST, ALPHA=SRC_ALPHA Color stacks, but only source alpha is kept
Static ReadonlyALPHA_ PREMULTIPLIED
Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA
Static ReadonlyALPHA_ PREMULTIPLIED_ PORTERDUFF
Defines that alpha blending is COLOR=SRC + (1 - SRC_ALPHA) * DEST, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
Static ReadonlyALPHA_ REPLACE_ COLOR
Defines that alpha blending is COLOR=SRC, ALPHA=SRC_ALPHA + (1 - SRC_ALPHA) * DEST_ALPHA
Static ReadonlyALPHA_ REVERSEONEMINUS
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
Static ReadonlyALPHA_ SCREENMODE
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)
Static ReadonlyALPHA_ SRC_ DSTONEMINUSSRCALPHA
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
Static ReadonlyALPHA_ SUBTRACT
Defines that alpha blending is COLOR=(1 - SRC) * DEST, ALPHA=SRC_ALPHA + DEST_ALPHA Subtracts source from destination, leading to darker results
Static ReadonlyALWAYS
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
Static ReadonlyANIMATIONTYPE_ COLOR3
Color3 animation type
Static ReadonlyANIMATIONTYPE_ COLOR4
Color3 animation type
Static ReadonlyANIMATIONTYPE_ FLOAT
Float animation type
Static ReadonlyANIMATIONTYPE_ MATRIX
Matrix animation type
Static ReadonlyANIMATIONTYPE_ QUATERNION
Quaternion animation type
Static ReadonlyANIMATIONTYPE_ SIZE
Size animation type
Static ReadonlyANIMATIONTYPE_ VECTOR2
Vector2 animation type
Static ReadonlyANIMATIONTYPE_ VECTOR3
Vector3 animation type
Static ReadonlyAUTOSAMPLERSUFFIX
Sampler suffix when associated with a texture name
Static ReadonlyBUFFER_ CREATIONFLAG_ INDEX
Flag to create a buffer suitable to be used as an index buffer
Static ReadonlyBUFFER_ CREATIONFLAG_ INDIRECT
Flag to create a buffer suitable to be used for indirect calls, such as dispatchIndirect
Static ReadonlyBUFFER_ CREATIONFLAG_ READ
Flag to create a readable buffer (the buffer can be the source of a copy)
Static ReadonlyBUFFER_ CREATIONFLAG_ READWRITE
Flag to create a readable and writable buffer
Static ReadonlyBUFFER_ CREATIONFLAG_ STORAGE
Flag to create a buffer suitable to be used as a storage buffer
Static ReadonlyBUFFER_ CREATIONFLAG_ UNIFORM
Flag to create a buffer suitable to be used as a uniform buffer
Static ReadonlyBUFFER_ CREATIONFLAG_ VERTEX
Flag to create a buffer suitable to be used as a vertex buffer
Static ReadonlyBUFFER_ CREATIONFLAG_ WRITE
Flag to create a writable buffer (the buffer can be the destination of a copy)
StaticBYTE
The byte type.
StaticColor Instance Kind
Instance Colors
StaticColor Kind
Colors
Static ReadonlyDECR
Passed to stencilOperation to specify that stencil value must be decremented
Static ReadonlyDECR_ WRAP
Passed to stencilOperation to specify that stencil value must be decremented with wrapping
Static ReadonlyDELAYLOADSTATE_ LOADED
Defines that the resource was successfully delay loaded
Static ReadonlyDELAYLOADSTATE_ LOADING
Defines that the resource is currently delay loading
Static ReadonlyDELAYLOADSTATE_ NONE
Defines that the resource is not delayed
Static ReadonlyDELAYLOADSTATE_ NOTLOADED
Defines that the resource is delayed and has not started loading
Static ReadonlyDISABLEUA
Flag used to disable diagnostics for WebGPU
Static ReadonlyEQUAL
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value
StaticFLOAT
The float type.
StaticFOGMODE_ EXP
The fog density is following an exponential function
StaticFOGMODE_ EXP2
The fog density is following an exponential function faster than FOGMODE_EXP
StaticFOGMODE_ LINEAR
The fog density is following a linear function.
StaticFOGMODE_ NONE
The fog is deactivated
Static ReadonlyFOVMODE_ HORIZONTAL_ FIXED
This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
Static ReadonlyFOVMODE_ VERTICAL_ FIXED
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.
Static ReadonlyGEQUAL
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
Static ReadonlyGL_ ALPHA_ EQUATION_ ADD
Alpha blend equation: ADD
Static ReadonlyGL_ ALPHA_ EQUATION_ MAX
Alpha equation: MAX
Static ReadonlyGL_ ALPHA_ EQUATION_ MIN
Alpha equation: MIN
Static ReadonlyGL_ ALPHA_ EQUATION_ REVERSE_ SUBTRACT
Alpha equation: REVERSE_SUBTRACT
Static ReadonlyGL_ ALPHA_ EQUATION_ SUBTRACT
Alpha equation: SUBTRACT
Static ReadonlyGL_ ALPHA_ FUNCTION_ CONSTANT_ ALPHA
Alpha blend function: CONSTANT_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ CONSTANT_ COLOR
Alpha blend function: CONSTANT
Static ReadonlyGL_ ALPHA_ FUNCTION_ DST_ ALPHA
Alpha blend function: DST_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ DST_ COLOR
Alpha blend function: ONE_MINUS_DST
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ CONSTANT_ ALPHA
Alpha blend function: ONE_MINUS_CONSTANT_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ CONSTANT_ COLOR
Alpha blend function: ONE_MINUS_CONSTANT
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ DST_ ALPHA
Alpha blend function: ONE_MINUS_DST_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ DST_ COLOR
Alpha blend function: ONE_MINUS_DST
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ SRC_ ALPHA
Alpha blend function: ONE_MINUS_SRC_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ SRC_ COLOR
Alpha blend function: ONE_MINUS_SRC
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ SRC1_ ALPHA
Alpha blend function: SRC1
Static ReadonlyGL_ ALPHA_ FUNCTION_ ONE_ MINUS_ SRC1_ COLOR
Alpha blend function: SRC1
Static ReadonlyGL_ ALPHA_ FUNCTION_ SRC
Alpha blend function: SRC
Static ReadonlyGL_ ALPHA_ FUNCTION_ SRC_ ALPHA
Alpha blend function: SRC_ALPHA
Static ReadonlyGL_ ALPHA_ FUNCTION_ SRC_ ALPHA_ SATURATED
Alpha blend function: SRC_ALPHA_SATURATED
Static ReadonlyGL_ ALPHA_ FUNCTION_ SRC1_ ALPHA
Alpha blend function: SRC1
Static ReadonlyGL_ ALPHA_ FUNCTION_ SRC1_ COLOR
Alpha blend function: SRC1
Static ReadonlyGREATER
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value
StaticHALF_ FLOAT
The half float type.
Static ReadonlyINCR
Passed to stencilOperation to specify that stencil value must be incremented
Static ReadonlyINCR_ WRAP
Passed to stencilOperation to specify that stencil value must be incremented with wrapping
Static ReadonlyINPUT_ ALT_ KEY
Constant used as key code for Alt key
Static ReadonlyINPUT_ CTRL_ KEY
Constant used as key code for Ctrl key
Static ReadonlyINPUT_ META_ KEY1
Constant used as key code for Meta key (Left Win, Left Cmd)
Static ReadonlyINPUT_ META_ KEY2
Constant used as key code for Meta key (Right Win)
Static ReadonlyINPUT_ META_ KEY3
Constant used as key code for Meta key (Right Win, Right Cmd)
Static ReadonlyINPUT_ SHIFT_ KEY
Constant used as key code for Shift key
StaticINT
The integer type.
Static ReadonlyINVERT
Passed to stencilOperation to specify that stencil value must be inverted
Static ReadonlyKEEP
Passed to stencilOperation to specify that stencil value must be kept
Static ReadonlyLEQUAL
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
Static ReadonlyLESS
Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value
Static ReadonlyMATERIAL_ All Dirty Flag
The all dirty flag value
Static ReadonlyMATERIAL_ Attributes Dirty Flag
The dirty attribute flag value
Static ReadonlyMATERIAL_ Clock Wise Side Orientation
Stores the clock-wise side orientation
Static ReadonlyMATERIAL_ CONDUCTOR_ SPECULAR_ MODEL_ GLTF
Specular lighting for metals follows the logic in the glTF specification. Base colour is applied at F0 while glancing angles tend towards white.
Static ReadonlyMATERIAL_ CONDUCTOR_ SPECULAR_ MODEL_ OPENPBR
Specular lighting for metals follows the logic in the OpenPBR specification. Specular colour is applied to glancing angles using the F82 spec.
Static ReadonlyMATERIAL_ Counter Clock Wise Side Orientation
Stores the counter clock-wise side orientation
Static ReadonlyMATERIAL_ DIELECTRIC_ SPECULAR_ MODEL_ GLTF
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.
Static ReadonlyMATERIAL_ DIELECTRIC_ SPECULAR_ MODEL_ OPENPBR
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).
Static ReadonlyMATERIAL_ DIFFUSE_ MODEL_ BURLEY
Burley diffuse model type.
Static ReadonlyMATERIAL_ DIFFUSE_ MODEL_ E_ OREN_ NAYAR
Energy-conserving Oren Nayar diffuse model type.
Static ReadonlyMATERIAL_ DIFFUSE_ MODEL_ LAMBERT
Lambertian diffuse model type.
Static ReadonlyMATERIAL_ DIFFUSE_ MODEL_ LEGACY
Babylon.js version less than 8.x IBL Lambert + Burley diffuse model type.
Static ReadonlyMATERIAL_ Fresnel Dirty Flag
The dirty fresnel flag value
Static ReadonlyMATERIAL_ Image Processing Dirty Flag
The dirty image processing flag value
Static ReadonlyMATERIAL_ Light Dirty Flag
The dirty light flag value
Static ReadonlyMATERIAL_ Line List Draw Mode
Returns the line list draw mode
Static ReadonlyMATERIAL_ Line Loop Draw Mode
Returns the line loop draw mode
Static ReadonlyMATERIAL_ Line Strip Draw Mode
Returns the line strip draw mode
Static ReadonlyMATERIAL_ Misc Dirty Flag
The dirty misc flag value
Static ReadonlyMATERIAL_ Point Fill Mode
Returns the point fill mode
Static ReadonlyMATERIAL_ Point List Draw Mode
Returns the point list draw mode
Static ReadonlyMATERIAL_ Pre Pass Dirty Flag
The dirty prepass flag value
Static ReadonlyMATERIAL_ Texture Dirty Flag
The dirty texture flag value
Static ReadonlyMATERIAL_ Triangle Fan Draw Mode
Returns the triangle fan draw mode
Static ReadonlyMATERIAL_ Triangle Fill Mode
Returns the triangle fill mode
Static ReadonlyMATERIAL_ Triangle Strip Draw Mode
Returns the triangle strip draw mode
Static ReadonlyMATERIAL_ Wire Frame Fill Mode
Returns the wireframe mode
StaticMatrices Indices Extra Kind
Additional matrix indices (for bones)
StaticMatrices Indices Kind
Matrix indices (for bones)
StaticMatrices Weights Extra Kind
Additional matrix weights (for bones)
StaticMatrices Weights Kind
Matrix weights (for bones)
Static ReadonlyMAX_ SUPPORTED_ UV_ SETS
Maximum number of uv sets supported
Static ReadonlyMESHES_ CULLINGSTRATEGY_ BOUNDINGSPHERE_ ONLY
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.
Static ReadonlyMESHES_ CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSION
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.
Static ReadonlyMESHES_ CULLINGSTRATEGY_ OPTIMISTIC_ INCLUSION_ THEN_ BSPHERE_ ONLY
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.
Static ReadonlyMESHES_ CULLINGSTRATEGY_ STANDARD
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.
Static ReadonlyNEVER
Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn
StaticNormal Kind
Normals
Static ReadonlyNOTEQUAL
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
Static ReadonlyORTHOGRAPHIC_ CAMERA
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.
Static ReadonlyOUTLINELAYER_ SAMPLING_ OCTADIRECTIONAL
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.
Static ReadonlyOUTLINELAYER_ SAMPLING_ TRIDIRECTIONAL
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.
Static ReadonlyPARTICLES_ BILLBOARDMODE_ ALL
Billboard mode will apply to all axes
Static ReadonlyPARTICLES_ BILLBOARDMODE_ STRETCHED
Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
Static ReadonlyPARTICLES_ BILLBOARDMODE_ STRETCHED_ LOCAL
Special billboard mode where the particle will be billboard to the camera but only around the axis of the direction of particle emission
Static ReadonlyPARTICLES_ BILLBOARDMODE_ Y
Billboard mode will only apply to Y axis
Static ReadonlyPERSPECTIVE_ CAMERA
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.
StaticPosition Kind
Positions
Static ReadonlyPREPASS_ ALBEDO_ SQRT_ TEXTURE_ TYPE
Constant used to retrieve (sqrt) albedo index in the textures array in the prepass using the getIndex(Constants.PREPASS_ALBEDO_SQRT_TEXTURE_TYPE)
Static ReadonlyPREPASS_ ALBEDO_ TEXTURE_ TYPE
Constant used to retrieve albedo index in the textures array in the prepass using the getIndex(Constants.PREPASS_ALBEDO_TEXTURE_TYPE)
Static ReadonlyPREPASS_ COLOR_ TEXTURE_ TYPE
Constant used to retrieve the lit color texture index in the textures array in the prepass using the getIndex(Constants.PREPASS_COLOR_TEXTURE_TYPE)
Static ReadonlyPREPASS_ DEPTH_ TEXTURE_ TYPE
Constant used to retrieve (camera view) depth index in the textures array in the prepass using the getIndex(Constants.PREPASS_DEPTH_TEXTURE_TYPE)
Static ReadonlyPREPASS_ IRRADIANCE_ LEGACY_ TEXTURE_ TYPE
Constant used to retrieve the legacy irradiance texture index in the textures array in the prepass using getIndex(Constants.PREPASS_IRRADIANCE_LEGACY_TEXTURE_TYPE)
Static ReadonlyPREPASS_ IRRADIANCE_ TEXTURE_ TYPE
Constant used to retrieve the irradiance texture index in the textures array in the prepass using getIndex(Constants.PREPASS_IRRADIANCE_TEXTURE_TYPE)
Static ReadonlyPREPASS_ LOCAL_ POSITION_ TEXTURE_ TYPE
Constant used to retrieve the local position texture index in the textures array in the prepass using getIndex(Constants.PREPASS_LOCAL_POSITION_TEXTURE_TYPE)
Static ReadonlyPREPASS_ MESH_ BLEND_ TAG_ TEXTURE_ TYPE
Constant used to retrieve the packed mesh-blending tag texture index in geometry rendering textures.
Static ReadonlyPREPASS_ NORMAL_ TEXTURE_ TYPE
Constant used to retrieve normal index in the textures array in the prepass using the getIndex(Constants.PREPASS_NORMAL_TEXTURE_TYPE)
Static ReadonlyPREPASS_ NORMALIZED_ VIEW_ DEPTH_ TEXTURE_ TYPE
Constant used to retrieve normalized camera view depth geometry texture
Static ReadonlyPREPASS_ OBJECT_ ID_ TEXTURE_ TYPE
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.
Static ReadonlyPREPASS_ POSITION_ TEXTURE_ TYPE
Constant used to retrieve the position texture index in the textures array in the prepass using getIndex(Constants.PREPASS_POSITION_TEXTURE_TYPE)
Static ReadonlyPREPASS_ REFLECTIVITY_ TEXTURE_ TYPE
Constant used to retrieve the reflectivity texture index in the textures array in the prepass using the getIndex(Constants.PREPASS_REFLECTIVITY_TEXTURE_TYPE)
Static ReadonlyPREPASS_ SCREENSPACE_ DEPTH_ TEXTURE_ TYPE
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)
Static ReadonlyPREPASS_ VELOCITY_ LINEAR_ TEXTURE_ TYPE
Constant used to retrieve the velocity texture index in the textures array in the prepass using getIndex(Constants.PREPASS_VELOCITY_LINEAR_TEXTURE_TYPE)
Static ReadonlyPREPASS_ VELOCITY_ TEXTURE_ TYPE
Constant used to retrieve the velocity texture index in the textures array in the prepass using getIndex(Constants.PREPASS_VELOCITY_TEXTURE_TYPE)
Static ReadonlyPREPASS_ WORLD_ NORMAL_ TEXTURE_ TYPE
Constant used to retrieve world normal index in the textures array in the prepass using the getIndex(Constants.PREPASS_WORLD_NORMAL_TEXTURE_TYPE)
Static ReadonlyREPLACE
Passed to stencilOperation to specify that stencil value must be replaced
Static ReadonlyRIG_ MODE_ CUSTOM
Custom rig mode allowing rig cameras to be populated manually with any number of cameras
Static ReadonlyRIG_ MODE_ NONE
This specifies there is no need for a camera rig. Basically only one eye is rendered corresponding to the camera.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ ANAGLYPH
Simulates a camera Rig with one blue eye and one red eye. This can be use with 3d blue and red glasses.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ INTERLACED
Defines that both eyes of the camera will be rendered on successive lines interlaced for passive 3d monitors.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ OVERUNDER
Defines that both eyes of the camera will be rendered over under each other.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ CROSSEYED
Defines that both eyes of the camera will be rendered side by side with a none parallel target.
Static ReadonlyRIG_ MODE_ STEREOSCOPIC_ SIDEBYSIDE_ PARALLEL
Defines that both eyes of the camera will be rendered side by side with a parallel target.
Static ReadonlyRIG_ MODE_ VR
Defines that both eyes of the camera should be renderered in a VR mode (carbox).
Static ReadonlySCALEMODE_ CEILING
Defines that texture rescaling will use a ceil to find the closer power of 2 size
Static ReadonlySCALEMODE_ FLOOR
Defines that texture rescaling will use a floor to find the closer power of 2 size
Static ReadonlySCALEMODE_ NEAREST
Defines that texture rescaling will look for the nearest power of 2 size
Static ReadonlySCENELOADER_ DETAILED_ LOGGING
Detailed logging while loading
Static ReadonlySCENELOADER_ MINIMAL_ LOGGING
Minimal logging while loading
Static ReadonlySCENELOADER_ NO_ LOGGING
No logging while loading
Static ReadonlySCENELOADER_ SUMMARY_ LOGGING
Summary logging while loading
StaticShadow Max Z
The default maxZ value for the far plane of a frustum light
StaticShadow Min Z
The default minZ value for the near plane of a frustum light
StaticSHORT
The short type.
Static ReadonlySNAPSHOTRENDERING_ FAST
Fast snapshot rendering. In this mode, everything is static and only some limited form of dynamic behaviour is possible
Static ReadonlySNAPSHOTRENDERING_ STANDARD
Standard snapshot rendering. In this mode, some form of dynamic behavior is possible (for eg, uniform buffers are still updated)
StaticSnippet Url
URL to the snippet server. Points to the public snippet server by default
StaticTangent Kind
Tangents
Static ReadonlyTEXTURE_ 2 D
2D Texture target
Static ReadonlyTEXTURE_ 2 D_ ARRAY
2D Array Texture target
Static ReadonlyTEXTURE_ 3 D
3D Texture target
Static ReadonlyTEXTURE_ BILINEAR_ SAMPLINGMODE
Bilinear is mag = linear and min = linear and no mip
Static ReadonlyTEXTURE_ CLAMP_ ADDRESSMODE
Texture is not repeating outside of 0..1 UVs
Static ReadonlyTEXTURE_ CREATIONFLAG_ STORAGE
Flag to create a storage texture
Static ReadonlyTEXTURE_ CUBE_ MAP
Cube Map Texture target
Static ReadonlyTEXTURE_ CUBE_ MAP_ ARRAY
Cube Map Array Texture target
Static ReadonlyTEXTURE_ CUBIC_ MODE
Cubic coordinates mode
Static ReadonlyTEXTURE_ EQUIRECTANGULAR_ MODE
Equirectangular coordinates mode
Static ReadonlyTEXTURE_ EXPLICIT_ MODE
Explicit coordinates mode
Static ReadonlyTEXTURE_ FILTERING_ QUALITY_ HIGH
High quality for texture filtering
Static ReadonlyTEXTURE_ FILTERING_ QUALITY_ LOW
Low quality for texture filtering
Static ReadonlyTEXTURE_ FILTERING_ QUALITY_ MEDIUM
Medium quality for texture filtering
Static ReadonlyTEXTURE_ FILTERING_ QUALITY_ OFFLINE
Offline (baking) quality for texture filtering
Static ReadonlyTEXTURE_ FIXED_ EQUIRECTANGULAR_ MIRRORED_ MODE
Equirectangular Fixed Mirrored coordinates mode
Static ReadonlyTEXTURE_ FIXED_ EQUIRECTANGULAR_ MODE
Equirectangular Fixed coordinates mode
Static ReadonlyTEXTURE_ INVCUBIC_ MODE
Inverse Cubic coordinates mode
Static ReadonlyTEXTURE_ LINEAR_ LINEAR
mag = linear and min = linear and mip = none
Static ReadonlyTEXTURE_ LINEAR_ LINEAR_ MIPLINEAR
Trilinear is mag = linear and min = linear and mip = linear
Static ReadonlyTEXTURE_ LINEAR_ LINEAR_ MIPNEAREST
Bilinear is mag = linear and min = linear and mip = nearest
Static ReadonlyTEXTURE_ LINEAR_ NEAREST
mag = linear and min = nearest and mip = none
Static ReadonlyTEXTURE_ LINEAR_ NEAREST_ MIPLINEAR
mag = linear and min = nearest and mip = linear
Static ReadonlyTEXTURE_ LINEAR_ NEAREST_ MIPNEAREST
mag = linear and min = nearest and mip = nearest
Static ReadonlyTEXTURE_ MIRROR_ ADDRESSMODE
Texture is repeating and mirrored
Static ReadonlyTEXTURE_ NEAREST_ LINEAR
mag = nearest and min = linear and mip = none
Static ReadonlyTEXTURE_ NEAREST_ LINEAR_ MIPLINEAR
mag = nearest and min = linear and mip = linear
Static ReadonlyTEXTURE_ NEAREST_ LINEAR_ MIPNEAREST
mag = nearest and min = linear and mip = nearest
Static ReadonlyTEXTURE_ NEAREST_ NEAREST
mag = nearest and min = nearest and mip = none
Static ReadonlyTEXTURE_ NEAREST_ NEAREST_ MIPLINEAR
nearest is mag = nearest and min = nearest and mip = linear
Static ReadonlyTEXTURE_ NEAREST_ NEAREST_ MIPNEAREST
mag = nearest and min = nearest and mip = nearest
Static ReadonlyTEXTURE_ NEAREST_ SAMPLINGMODE
nearest is mag = nearest and min = nearest and no mip
Static ReadonlyTEXTURE_ PLANAR_ MODE
Planar coordinates mode
Static ReadonlyTEXTURE_ PROJECTION_ MODE
Projection coordinates mode
Static ReadonlyTEXTURE_ REPETITION_ HEX_ TILING
Hex-tile grid with per-tile rotation and luminance-weighted blending (3 texture fetches). Based on Mikkelsen, "Practical Real-Time Hex-Tiling", JCGT 2022.
Static ReadonlyTEXTURE_ REPETITION_ NOISE_ BLEND
Noise-driven offset blending to break texture repetition (3 texture fetches). Based on Inigo Quilez's technique 3.
Static ReadonlyTEXTURE_ REPETITION_ NONE
No texture repetition breaking — standard tiling (1 texture fetch)
Static ReadonlyTEXTURE_ REPETITION_ TILE_ RANDOMIZATION
Per-tile random offset and mirror to break texture repetition (4 texture fetches). Based on Inigo Quilez's technique 1.
Static ReadonlyTEXTURE_ REPETITION_ VORONOI_ BOMBING
Smooth Voronoi bombing with Gaussian-weighted blending (9 texture fetches). Based on Inigo Quilez's technique 2.
Static ReadonlyTEXTURE_ SKYBOX_ MODE
Skybox coordinates mode
Static ReadonlyTEXTURE_ SPHERICAL_ MODE
Spherical coordinates mode
Static ReadonlyTEXTURE_ TRILINEAR_ SAMPLINGMODE
Trilinear is mag = linear and min = linear and mip = linear
Static ReadonlyTEXTURE_ WRAP_ ADDRESSMODE
Texture is repeating outside of 0..1 UVs
Static ReadonlyTEXTUREFORMAT_ ALPHA
ALPHA
Static ReadonlyTEXTUREFORMAT_ BGRA
BGRA
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB_ BPTC_ SIGNED_ FLOAT
Compressed BC6 signed float
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB_ BPTC_ UNSIGNED_ FLOAT
Compressed BC6 unsigned float
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB_ ETC1_ WEBGL
Compressed ETC1 (RGB)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB_ S3 TC_ DXT1
Compressed BC1 (RGB)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB8_ ETC2
Compressed ETC2 (RGB)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGB8_ PUNCHTHROUGH_ ALPHA1_ ETC2
Compressed ETC2 (RGB+A1)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 10x10
Compressed ASTC 10x10
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 10x5
Compressed ASTC 10x5
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 10x6
Compressed ASTC 10x6
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 10x8
Compressed ASTC 10x8
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 12x10
Compressed ASTC 12x10
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 12x12
Compressed ASTC 12x12
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 4x4
Compressed ASTC 4x4
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 5x4
Compressed ASTC 5x4
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 5x5
Compressed ASTC 5x5
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 6x5
Compressed ASTC 6x5
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 6x6
Compressed ASTC 6x6
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 8x5
Compressed ASTC 8x5
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 8x6
Compressed ASTC 8x6
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ ASTC_ 8x8
Compressed ASTC 8x8
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ BPTC_ UNORM
Compressed BC7
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ S3 TC_ DXT1
Compressed BC1 (RGBA)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ S3 TC_ DXT3
Compressed BC2
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA_ S3 TC_ DXT5
Compressed BC3
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ RGBA8_ ETC2_ EAC
Compressed ETC2 (RGBA)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB_ ALPHA_ BPTC_ UNORM
Compressed BC7 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB_ ALPHA_ S3 TC_ DXT1_ EXT
Compressed BC1 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB_ ALPHA_ S3 TC_ DXT3_ EXT
Compressed BC2 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB_ ALPHA_ S3 TC_ DXT5_ EXT
Compressed BC3 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB_ S3 TC_ DXT1_ EXT
Compressed BC1 (SRGB)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 10x10_ KHR
Compressed ASTC 10x10 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 10x5_ KHR
Compressed ASTC 10x5 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 10x6_ KHR
Compressed ASTC 10x6 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 10x8_ KHR
Compressed ASTC 10x8 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 12x10_ KHR
Compressed ASTC 12x10 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 12x12_ KHR
Compressed ASTC 12x12 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 4x4_ KHR
Compressed ASTC 4x4 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 5x4_ KHR
Compressed ASTC 5x4 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 5x5_ KHR
Compressed ASTC 5x5 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 6x5_ KHR
Compressed ASTC 6x5 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 6x6_ KHR
Compressed ASTC 6x6 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 8x5_ KHR
Compressed ASTC 8x5 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 8x6_ KHR
Compressed ASTC 8x6 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ASTC_ 8x8_ KHR
Compressed ASTC 8x8 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ALPHA8_ ETC2_ EAC
Compressed ETC2 (SRGB+A)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ ETC2
Compressed ETC2 (SRGB)
Static ReadonlyTEXTUREFORMAT_ COMPRESSED_ SRGB8_ PUNCHTHROUGH_ ALPHA1_ ETC2
Compressed ETC2 (SRGB+A1)
Static ReadonlyTEXTUREFORMAT_ DEPTH16
Depth 16 bits
Static ReadonlyTEXTUREFORMAT_ DEPTH24
Depth 24 bits
Static ReadonlyTEXTUREFORMAT_ DEPTH24_ STENCIL8
Depth 24 bits + Stencil 8 bits
Static ReadonlyTEXTUREFORMAT_ DEPTH24 UNORM_ STENCIL8
Depth 24 bits unorm + Stencil 8 bits
Static ReadonlyTEXTUREFORMAT_ DEPTH32_ FLOAT
Depth 32 bits float
Static ReadonlyTEXTUREFORMAT_ DEPTH32 FLOAT_ STENCIL8
Depth 32 bits float + Stencil 8 bits
Static ReadonlyTEXTUREFORMAT_ LUMINANCE
LUMINANCE
Static ReadonlyTEXTUREFORMAT_ LUMINANCE_ ALPHA
LUMINANCE_ALPHA
Static ReadonlyTEXTUREFORMAT_ R
RED (2nd reference)
Static ReadonlyTEXTUREFORMAT_ R_ INTEGER
RED_INTEGER (2nd reference)
Static ReadonlyTEXTUREFORMAT_ R16_ SNORM
RED signed short normed to [-1, 1] *
Static ReadonlyTEXTUREFORMAT_ R16_ UNORM
RED unsigned short normed to [0, 1] *
Static ReadonlyTEXTUREFORMAT_ RED
RED
Static ReadonlyTEXTUREFORMAT_ RED_ INTEGER
RED_INTEGER
Static ReadonlyTEXTUREFORMAT_ RG
RG
Static ReadonlyTEXTUREFORMAT_ RG_ INTEGER
RG_INTEGER
Static ReadonlyTEXTUREFORMAT_ RG16_ SNORM
RG signed short normed to [-1, 1] *
Static ReadonlyTEXTUREFORMAT_ RG16_ UNORM
RG unsigned short normed to [0, 1] *
Static ReadonlyTEXTUREFORMAT_ RGB
RGB
Static ReadonlyTEXTUREFORMAT_ RGB_ INTEGER
RGB_INTEGER
Static ReadonlyTEXTUREFORMAT_ RGB16_ SNORM
RGB signed short normed to [-1, 1] *
Static ReadonlyTEXTUREFORMAT_ RGB16_ UNORM
RGB unsigned short normed to [0, 1] *
Static ReadonlyTEXTUREFORMAT_ RGBA
RGBA
Static ReadonlyTEXTUREFORMAT_ RGBA_ INTEGER
RGBA_INTEGER
Static ReadonlyTEXTUREFORMAT_ RGBA16_ SNORM
RGBA signed short normed to [-1, 1] *
Static ReadonlyTEXTUREFORMAT_ RGBA16_ UNORM
RGBA unsigned short normed to [0, 1] *
Static ReadonlyTEXTUREFORMAT_ STENCIL8
Stencil 8 bits
Static ReadonlyTEXTUREFORMAT_ UNDEFINED
UNDEFINED
Static ReadonlyTEXTURETYPE_ BYTE
BYTE
Static ReadonlyTEXTURETYPE_ FLOAT
FLOAT
Static ReadonlyTEXTURETYPE_ FLOAT_ 32_ UNSIGNED_ INT_ 24_ 8_ REV
FLOAT_32_UNSIGNED_INT_24_8_REV
Static ReadonlyTEXTURETYPE_ HALF_ FLOAT
HALF_FLOAT
Static ReadonlyTEXTURETYPE_ INT
INT
Static ReadonlyTEXTURETYPE_ SHORT
SHORT
Static ReadonlyTEXTURETYPE_ UNDEFINED
UNDEFINED
Static ReadonlyTEXTURETYPE_ UNSIGNED_ BYTE
UNSIGNED_BYTE
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INT
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INT_ 10 F_ 11 F_ 11 F_ REV
UNSIGNED_INT_10F_11F_11F_REV
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INT_ 2_ 10_ 10_ 10_ REV
UNSIGNED_INT_2_10_10_10_REV
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INT_ 24_ 8
UNSIGNED_INT_24_8
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INT_ 5_ 9_ 9_ 9_ REV
UNSIGNED_INT_5_9_9_9_REV
Static ReadonlyTEXTURETYPE_ UNSIGNED_ INTEGER
UNSIGNED_INT
Static ReadonlyTEXTURETYPE_ UNSIGNED_ SHORT
UNSIGNED_SHORT
Static ReadonlyTEXTURETYPE_ UNSIGNED_ SHORT_ 4_ 4_ 4_ 4
UNSIGNED_SHORT_4_4_4_4
Static ReadonlyTEXTURETYPE_ UNSIGNED_ SHORT_ 5_ 5_ 5_ 1
UNSIGNED_SHORT_5_5_5_1
Static ReadonlyTEXTURETYPE_ UNSIGNED_ SHORT_ 5_ 6_ 5
UNSIGNED_SHORT_5_6_5
StaticUNSIGNED_ BYTE
The unsigned byte type.
StaticUNSIGNED_ INT
The unsigned integer type.
StaticUNSIGNED_ SHORT
The unsigned short type.
StaticUV2 Kind
Texture coordinates 2
StaticUV3 Kind
Texture coordinates 3
StaticUV4 Kind
Texture coordinates 4
StaticUV5 Kind
Texture coordinates 5
StaticUV6 Kind
Texture coordinates 6
StaticUV Kind
Texture coordinates
Static ReadonlyZERO
Passed to stencilOperation to specify that stencil value must be zero
Defines the cross module used constants to avoid circular dependencies