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Class NullEngine

The null engine class provides support for headless version of babylon.js. This can be used in server side scenario or for testing purposes

Hierarchy

Index

Constructors

Properties

Accessors

Methods

Constructors

constructor

Properties

activeViewSearch playground for activeView

activeView: Nullable<EngineView>

Gets the current engine view

see

https://doc.babylonjs.com/how_to/multi_canvases

canvasTabIndexSearch playground for canvasTabIndex

canvasTabIndex: number

Gets or sets the tab index to set to the rendering canvas. 1 is the minimum value to set to be able to capture keyboard events

customAnimationFrameRequesterSearch playground for customAnimationFrameRequester

customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>

If set, will be used to request the next animation frame for the render loop

deviceInputSystemSearch playground for deviceInputSystem

deviceInputSystem: IDeviceInputSystem

Stores instance of DeviceInputSystem

disableManifestCheckSearch playground for disableManifestCheck

disableManifestCheck: boolean

Gets or sets a boolean to enable/disable checking manifest if IndexedDB support is enabled (js will always consider the database is up to date)

disablePerformanceMonitorInBackgroundSearch playground for disablePerformanceMonitorInBackground

disablePerformanceMonitorInBackground: boolean

Turn this value on if you want to pause FPS computation when in background

enableOfflineSupportSearch playground for enableOfflineSupport

enableOfflineSupport: boolean

Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest

inputElementSearch playground for inputElement

inputElement: Nullable<HTMLElement>

Gets or sets the HTML element to use for attaching events

isInVRExclusivePointerModeSearch playground for isInVRExclusivePointerMode

isInVRExclusivePointerMode: boolean

Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers

see

https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input

isPointerLockSearch playground for isPointerLock

isPointerLock: boolean

Gets a boolean indicating if the pointer is currently locked

onAfterShaderCompilationObservableSearch playground for onAfterShaderCompilationObservable

onAfterShaderCompilationObservable: Observable<Engine>

Observable raised when the engine has just compiled a shader

onBeforeShaderCompilationObservableSearch playground for onBeforeShaderCompilationObservable

onBeforeShaderCompilationObservable: Observable<Engine>

Observable raised when the engine is about to compile a shader

onBeginFrameObservableSearch playground for onBeginFrameObservable

onBeginFrameObservable: Observable<Engine>

Observable raised when the engine begins a new frame

onCanvasBlurObservableSearch playground for onCanvasBlurObservable

onCanvasBlurObservable: Observable<Engine>

Observable event triggered each time the canvas loses focus

onCanvasFocusObservableSearch playground for onCanvasFocusObservable

onCanvasFocusObservable: Observable<Engine>

Observable event triggered each time the canvas gains focus

onCanvasPointerOutObservableSearch playground for onCanvasPointerOutObservable

onCanvasPointerOutObservable: Observable<IPointerEvent>

Observable event triggered each time the canvas receives pointerout event

onEndFrameObservableSearch playground for onEndFrameObservable

onEndFrameObservable: Observable<Engine>

Observable raised when the engine ends the current frame

onNewSceneAddedObservableSearch playground for onNewSceneAddedObservable

onNewSceneAddedObservable: Observable<Scene>

Event raised when a new scene is created

onResizeObservableSearch playground for onResizeObservable

onResizeObservable: Observable<Engine>

Observable event triggered each time the rendering canvas is resized

onVRDisplayChangedObservableSearch playground for onVRDisplayChangedObservable

onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>

Observable signaled when VR display mode changes

onVRRequestPresentCompleteSearch playground for onVRRequestPresentComplete

onVRRequestPresentComplete: Observable<boolean>

Observable signaled when VR request present is complete

onVRRequestPresentStartSearch playground for onVRRequestPresentStart

onVRRequestPresentStart: Observable<Engine>

Observable signaled when VR request present starts

postProcessesSearch playground for postProcesses

postProcesses: PostProcess[]

Gets the list of created postprocesses

scenesSearch playground for scenes

scenes: Scene[]

Gets the list of created scenes

Readonly textureFormatInUseSearch playground for textureFormatInUse

textureFormatInUse: Nullable<string>

Gets the texture format in use

Readonly texturesSupportedSearch playground for texturesSupported

texturesSupported: Array<string>

Gets the list of texture formats supported

viewsSearch playground for views

views: EngineView[]

Gets or sets the list of views

Optional vrPresentationAttributesSearch playground for vrPresentationAttributes

vrPresentationAttributes: IVRPresentationAttributes

Gets or sets the presentation attributes used to configure VR rendering

Static Readonly ALPHA_ADDSearch playground for ALPHA_ADD

ALPHA_ADD: number

Defines that alpha blending to SRC ALPHA * SRC + DEST

Static Readonly ALPHA_COMBINESearch playground for ALPHA_COMBINE

ALPHA_COMBINE: number

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

Static Readonly ALPHA_DISABLESearch playground for ALPHA_DISABLE

ALPHA_DISABLE: number

Defines that alpha blending is disabled

Static Readonly ALPHA_INTERPOLATESearch playground for ALPHA_INTERPOLATE

ALPHA_INTERPOLATE: number

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

Static Readonly ALPHA_MAXIMIZEDSearch playground for ALPHA_MAXIMIZED

ALPHA_MAXIMIZED: number

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

Static Readonly ALPHA_MULTIPLYSearch playground for ALPHA_MULTIPLY

ALPHA_MULTIPLY: number

Defines that alpha blending to SRC * DEST

Static Readonly ALPHA_ONEONESearch playground for ALPHA_ONEONE

ALPHA_ONEONE: number

Defines that alpha blending to SRC + DEST

Static Readonly ALPHA_PREMULTIPLIEDSearch playground for ALPHA_PREMULTIPLIED

ALPHA_PREMULTIPLIED: number

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

Static Readonly ALPHA_PREMULTIPLIED_PORTERDUFFSearch playground for ALPHA_PREMULTIPLIED_PORTERDUFF

ALPHA_PREMULTIPLIED_PORTERDUFF: number

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

Static Readonly ALPHA_SCREENMODESearch playground for ALPHA_SCREENMODE

ALPHA_SCREENMODE: number

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

Static Readonly ALPHA_SUBTRACTSearch playground for ALPHA_SUBTRACT

ALPHA_SUBTRACT: number

Defines that alpha blending to DEST - SRC * DEST

Static Readonly ALWAYSSearch playground for ALWAYS

ALWAYS: number

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 AudioEngineFactorySearch playground for AudioEngineFactory

AudioEngineFactory: (hostElement: Nullable<HTMLElement>, audioContext: Nullable<AudioContext>, audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>) => IAudioEngine

Default AudioEngine factory responsible of creating the Audio Engine. By default, this will create a BabylonJS Audio Engine if the workload has been embedded.

Type declaration

    • Parameters

      • hostElement: Nullable<HTMLElement>
      • audioContext: Nullable<AudioContext>
      • audioDestination: Nullable<AudioDestinationNode | MediaStreamAudioDestinationNode>

      Returns IAudioEngine

Static Readonly DECRSearch playground for DECR

DECR: number

Passed to stencilOperation to specify that stencil value must be decremented

Static Readonly DECR_WRAPSearch playground for DECR_WRAP

DECR_WRAP: number

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

Static Readonly DELAYLOADSTATE_LOADEDSearch playground for DELAYLOADSTATE_LOADED

DELAYLOADSTATE_LOADED: number

Defines that the resource was successfully delay loaded

Static Readonly DELAYLOADSTATE_LOADINGSearch playground for DELAYLOADSTATE_LOADING

DELAYLOADSTATE_LOADING: number

Defines that the resource is currently delay loading

Static Readonly DELAYLOADSTATE_NONESearch playground for DELAYLOADSTATE_NONE

DELAYLOADSTATE_NONE: number

Defines that the resource is not delayed

Static Readonly DELAYLOADSTATE_NOTLOADEDSearch playground for DELAYLOADSTATE_NOTLOADED

DELAYLOADSTATE_NOTLOADED: number

Defines that the resource is delayed and has not started loading

Static Readonly EQUALSearch playground for EQUAL

EQUAL: number

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

Static Readonly GEQUALSearch playground for GEQUAL

GEQUAL: number

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 Readonly GREATERSearch playground for GREATER

GREATER: number

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

Static Readonly INCRSearch playground for INCR

INCR: number

Passed to stencilOperation to specify that stencil value must be incremented

Static Readonly INCR_WRAPSearch playground for INCR_WRAP

INCR_WRAP: number

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

Static Readonly INVERTSearch playground for INVERT

INVERT: number

Passed to stencilOperation to specify that stencil value must be inverted

Static Readonly KEEPSearch playground for KEEP

KEEP: number

Passed to stencilOperation to specify that stencil value must be kept

Static Readonly LEQUALSearch playground for LEQUAL

LEQUAL: number

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 Readonly LESSSearch playground for LESS

LESS: number

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 Readonly NEVERSearch playground for NEVER

NEVER: number

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

Static Readonly NOTEQUALSearch playground for NOTEQUAL

NOTEQUAL: number

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 OfflineProviderFactorySearch playground for OfflineProviderFactory

OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider

Default offline support factory responsible of creating a tool used to store data locally. By default, this will create a Database object if the workload has been embedded.

Type declaration

    • (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean): IOfflineProvider
    • Parameters

      • urlToScene: string
      • callbackManifestChecked: (checked: boolean) => any
          • (checked: boolean): any
          • Parameters

            • checked: boolean

            Returns any

      • disableManifestCheck: boolean

      Returns IOfflineProvider

Static Readonly REPLACESearch playground for REPLACE

REPLACE: number

Passed to stencilOperation to specify that stencil value must be replaced

Static Readonly SCALEMODE_CEILINGSearch playground for SCALEMODE_CEILING

SCALEMODE_CEILING: number

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

Static Readonly SCALEMODE_FLOORSearch playground for SCALEMODE_FLOOR

SCALEMODE_FLOOR: number

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

Static Readonly SCALEMODE_NEARESTSearch playground for SCALEMODE_NEAREST

SCALEMODE_NEAREST: number

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

Static Readonly TEXTUREFORMAT_ALPHASearch playground for TEXTUREFORMAT_ALPHA

TEXTUREFORMAT_ALPHA: number

ALPHA

Static Readonly TEXTUREFORMAT_LUMINANCESearch playground for TEXTUREFORMAT_LUMINANCE

TEXTUREFORMAT_LUMINANCE: number

LUMINANCE

Static Readonly TEXTUREFORMAT_LUMINANCE_ALPHASearch playground for TEXTUREFORMAT_LUMINANCE_ALPHA

TEXTUREFORMAT_LUMINANCE_ALPHA: number

LUMINANCE_ALPHA

Static Readonly TEXTUREFORMAT_RSearch playground for TEXTUREFORMAT_R

TEXTUREFORMAT_R: number

RED (2nd reference)

Static Readonly TEXTUREFORMAT_REDSearch playground for TEXTUREFORMAT_RED

TEXTUREFORMAT_RED: number

RED

Static Readonly TEXTUREFORMAT_RED_INTEGERSearch playground for TEXTUREFORMAT_RED_INTEGER

TEXTUREFORMAT_RED_INTEGER: number

RED_INTEGER

Static Readonly TEXTUREFORMAT_RGSearch playground for TEXTUREFORMAT_RG

TEXTUREFORMAT_RG: number

RG

Static Readonly TEXTUREFORMAT_RGBSearch playground for TEXTUREFORMAT_RGB

TEXTUREFORMAT_RGB: number

RGB

Static Readonly TEXTUREFORMAT_RGBASearch playground for TEXTUREFORMAT_RGBA

TEXTUREFORMAT_RGBA: number

RGBA

Static Readonly TEXTUREFORMAT_RGBA_INTEGERSearch playground for TEXTUREFORMAT_RGBA_INTEGER

TEXTUREFORMAT_RGBA_INTEGER: number

RGBA_INTEGER

Static Readonly TEXTUREFORMAT_RGB_INTEGERSearch playground for TEXTUREFORMAT_RGB_INTEGER

TEXTUREFORMAT_RGB_INTEGER: number

RGB_INTEGER

Static Readonly TEXTUREFORMAT_RG_INTEGERSearch playground for TEXTUREFORMAT_RG_INTEGER

TEXTUREFORMAT_RG_INTEGER: number

RG_INTEGER

Static Readonly TEXTUREFORMAT_R_INTEGERSearch playground for TEXTUREFORMAT_R_INTEGER

TEXTUREFORMAT_R_INTEGER: number

RED_INTEGER (2nd reference)

Static Readonly TEXTURETYPE_BYTESearch playground for TEXTURETYPE_BYTE

TEXTURETYPE_BYTE: number

BYTE

Static Readonly TEXTURETYPE_FLOATSearch playground for TEXTURETYPE_FLOAT

TEXTURETYPE_FLOAT: number

FLOAT

Static Readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REVSearch playground for TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV

TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number

FLOAT_32_UNSIGNED_INT_24_8_REV

Static Readonly TEXTURETYPE_HALF_FLOATSearch playground for TEXTURETYPE_HALF_FLOAT

TEXTURETYPE_HALF_FLOAT: number

HALF_FLOAT

Static Readonly TEXTURETYPE_INTSearch playground for TEXTURETYPE_INT

TEXTURETYPE_INT: number

INT

Static Readonly TEXTURETYPE_SHORTSearch playground for TEXTURETYPE_SHORT

TEXTURETYPE_SHORT: number

SHORT

Static Readonly TEXTURETYPE_UNSIGNED_BYTESearch playground for TEXTURETYPE_UNSIGNED_BYTE

TEXTURETYPE_UNSIGNED_BYTE: number

UNSIGNED_BYTE

Static Readonly TEXTURETYPE_UNSIGNED_INTSearch playground for TEXTURETYPE_UNSIGNED_INT

TEXTURETYPE_UNSIGNED_INT: number

UNSIGNED_BYTE (2nd reference)

Static Readonly TEXTURETYPE_UNSIGNED_INTEGERSearch playground for TEXTURETYPE_UNSIGNED_INTEGER

TEXTURETYPE_UNSIGNED_INTEGER: number

UNSIGNED_INT

Static Readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REVSearch playground for TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV

TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number

UNSIGNED_INT_10F_11F_11F_REV

Static Readonly TEXTURETYPE_UNSIGNED_INT_24_8Search playground for TEXTURETYPE_UNSIGNED_INT_24_8

TEXTURETYPE_UNSIGNED_INT_24_8: number

UNSIGNED_INT_24_8

Static Readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REVSearch playground for TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV

TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number

UNSIGNED_INT_2_10_10_10_REV

Static Readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REVSearch playground for TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV

TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number

UNSIGNED_INT_5_9_9_9_REV

Static Readonly TEXTURETYPE_UNSIGNED_SHORTSearch playground for TEXTURETYPE_UNSIGNED_SHORT

TEXTURETYPE_UNSIGNED_SHORT: number

UNSIGNED_SHORT

Static Readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4Search playground for TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4

TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number

UNSIGNED_SHORT_4_4_4_4

Static Readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1Search playground for TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1

TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number

UNSIGNED_SHORT_5_5_5_1

Static Readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5Search playground for TEXTURETYPE_UNSIGNED_SHORT_5_6_5

TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number

UNSIGNED_SHORT_5_6_5

Static Readonly TEXTURE_BILINEAR_SAMPLINGMODESearch playground for TEXTURE_BILINEAR_SAMPLINGMODE

TEXTURE_BILINEAR_SAMPLINGMODE: number

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

Static Readonly TEXTURE_CLAMP_ADDRESSMODESearch playground for TEXTURE_CLAMP_ADDRESSMODE

TEXTURE_CLAMP_ADDRESSMODE: number

Texture is not repeating outside of 0..1 UVs

Static Readonly TEXTURE_CUBIC_MODESearch playground for TEXTURE_CUBIC_MODE

TEXTURE_CUBIC_MODE: number

Cubic coordinates mode

Static Readonly TEXTURE_EQUIRECTANGULAR_MODESearch playground for TEXTURE_EQUIRECTANGULAR_MODE

TEXTURE_EQUIRECTANGULAR_MODE: number

Equirectangular coordinates mode

Static Readonly TEXTURE_EXPLICIT_MODESearch playground for TEXTURE_EXPLICIT_MODE

TEXTURE_EXPLICIT_MODE: number

Explicit coordinates mode

Static Readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODESearch playground for TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE

TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number

Equirectangular Fixed Mirrored coordinates mode

Static Readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODESearch playground for TEXTURE_FIXED_EQUIRECTANGULAR_MODE

TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number

Equirectangular Fixed coordinates mode

Static Readonly TEXTURE_INVCUBIC_MODESearch playground for TEXTURE_INVCUBIC_MODE

TEXTURE_INVCUBIC_MODE: number

Inverse Cubic coordinates mode

Static Readonly TEXTURE_LINEAR_LINEARSearch playground for TEXTURE_LINEAR_LINEAR

TEXTURE_LINEAR_LINEAR: number

mag = linear and min = linear and mip = none

Static Readonly TEXTURE_LINEAR_LINEAR_MIPLINEARSearch playground for TEXTURE_LINEAR_LINEAR_MIPLINEAR

TEXTURE_LINEAR_LINEAR_MIPLINEAR: number

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

Static Readonly TEXTURE_LINEAR_LINEAR_MIPNEARESTSearch playground for TEXTURE_LINEAR_LINEAR_MIPNEAREST

TEXTURE_LINEAR_LINEAR_MIPNEAREST: number

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

Static Readonly TEXTURE_LINEAR_NEARESTSearch playground for TEXTURE_LINEAR_NEAREST

TEXTURE_LINEAR_NEAREST: number

mag = linear and min = nearest and mip = none

Static Readonly TEXTURE_LINEAR_NEAREST_MIPLINEARSearch playground for TEXTURE_LINEAR_NEAREST_MIPLINEAR

TEXTURE_LINEAR_NEAREST_MIPLINEAR: number

mag = linear and min = nearest and mip = linear

Static Readonly TEXTURE_LINEAR_NEAREST_MIPNEARESTSearch playground for TEXTURE_LINEAR_NEAREST_MIPNEAREST

TEXTURE_LINEAR_NEAREST_MIPNEAREST: number

mag = linear and min = nearest and mip = nearest

Static Readonly TEXTURE_MIRROR_ADDRESSMODESearch playground for TEXTURE_MIRROR_ADDRESSMODE

TEXTURE_MIRROR_ADDRESSMODE: number

Texture is repeating and mirrored

Static Readonly TEXTURE_NEAREST_LINEARSearch playground for TEXTURE_NEAREST_LINEAR

TEXTURE_NEAREST_LINEAR: number

mag = nearest and min = linear and mip = none

Static Readonly TEXTURE_NEAREST_LINEAR_MIPLINEARSearch playground for TEXTURE_NEAREST_LINEAR_MIPLINEAR

TEXTURE_NEAREST_LINEAR_MIPLINEAR: number

mag = nearest and min = linear and mip = linear

Static Readonly TEXTURE_NEAREST_LINEAR_MIPNEARESTSearch playground for TEXTURE_NEAREST_LINEAR_MIPNEAREST

TEXTURE_NEAREST_LINEAR_MIPNEAREST: number

mag = nearest and min = linear and mip = nearest

Static Readonly TEXTURE_NEAREST_NEARESTSearch playground for TEXTURE_NEAREST_NEAREST

TEXTURE_NEAREST_NEAREST: number

mag = nearest and min = nearest and mip = none

Static Readonly TEXTURE_NEAREST_NEAREST_MIPLINEARSearch playground for TEXTURE_NEAREST_NEAREST_MIPLINEAR

TEXTURE_NEAREST_NEAREST_MIPLINEAR: number

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

Static Readonly TEXTURE_NEAREST_NEAREST_MIPNEARESTSearch playground for TEXTURE_NEAREST_NEAREST_MIPNEAREST

TEXTURE_NEAREST_NEAREST_MIPNEAREST: number

mag = nearest and min = nearest and mip = nearest

Static Readonly TEXTURE_NEAREST_SAMPLINGMODESearch playground for TEXTURE_NEAREST_SAMPLINGMODE

TEXTURE_NEAREST_SAMPLINGMODE: number

nearest is mag = nearest and min = nearest and mip = none

Static Readonly TEXTURE_PLANAR_MODESearch playground for TEXTURE_PLANAR_MODE

TEXTURE_PLANAR_MODE: number

Planar coordinates mode

Static Readonly TEXTURE_PROJECTION_MODESearch playground for TEXTURE_PROJECTION_MODE

TEXTURE_PROJECTION_MODE: number

Projection coordinates mode

Static Readonly TEXTURE_SKYBOX_MODESearch playground for TEXTURE_SKYBOX_MODE

TEXTURE_SKYBOX_MODE: number

Skybox coordinates mode

Static Readonly TEXTURE_SPHERICAL_MODESearch playground for TEXTURE_SPHERICAL_MODE

TEXTURE_SPHERICAL_MODE: number

Spherical coordinates mode

Static Readonly TEXTURE_TRILINEAR_SAMPLINGMODESearch playground for TEXTURE_TRILINEAR_SAMPLINGMODE

TEXTURE_TRILINEAR_SAMPLINGMODE: number

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

Static Readonly TEXTURE_WRAP_ADDRESSMODESearch playground for TEXTURE_WRAP_ADDRESSMODE

TEXTURE_WRAP_ADDRESSMODE: number

Texture is repeating outside of 0..1 UVs

Static _RescalePostProcessFactorySearch playground for _RescalePostProcessFactory

_RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>

Method called to create the default rescale post process on each engine.

Static audioEngineSearch playground for audioEngine

audioEngine: Nullable<IAudioEngine>

Gets the audio engine

see

https://doc.babylonjs.com/how_to/playing_sounds_and_music

ignorenaming

Accessors

loadingScreen

loadingUIBackgroundColor

  • set loadingUIBackgroundColor(color: string): any

loadingUIText

  • set loadingUIText(text: string): any

performanceMonitor

Static Instances

  • Gets the list of created engines

    Returns Engine[]

Static LastCreatedEngine

Static LastCreatedScene

Static NpmPackage

  • get NpmPackage(): string
  • Returns the current npm package of the sdk

    Returns string

Static Version

  • get Version(): string
  • Returns the current version of the framework

    Returns string

Methods

_createDepthStencilCubeTextureSearch playground for _createDepthStencilCubeTexture

_deletePipelineContextSearch playground for _deletePipelineContext

_renderLoopSearch playground for _renderLoop

  • _renderLoop(): void
  • Returns void

areAllEffectsReadySearch playground for areAllEffectsReady

  • areAllEffectsReady(): boolean
  • Gets a boolean indicating if all created effects are ready

    Returns boolean

    true if all effects are ready

beginFrameSearch playground for beginFrame

  • beginFrame(): void
  • Begin a new frame

    Returns void

beginOcclusionQuerySearch playground for beginOcclusionQuery

  • beginOcclusionQuery(algorithmType: number, query: OcclusionQuery): boolean

beginTransformFeedbackSearch playground for beginTransformFeedback

  • beginTransformFeedback(usePoints: boolean): void
  • Begins a transform feedback operation

    Parameters

    • usePoints: boolean

      defines if points or triangles must be used

    Returns void

bindBuffersSearch playground for bindBuffers

  • Bind webGl buffers directly to the webGL context

    Parameters

    • vertexBuffers: {}

      defines the vertex buffer to bind

    • indexBuffer: DataBuffer

      defines the index buffer to bind

    • effect: Effect

      defines the effect associated with the vertex buffer

    Returns void

bindFramebufferSearch playground for bindFramebuffer

  • bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void
  • Binds the frame buffer to the specified texture.

    Parameters

    • texture: InternalTexture

      The texture to render to or null for the default canvas

    • Optional faceIndex: number

      The face of the texture to render to in case of cube texture

    • Optional requiredWidth: number

      The width of the target to render to

    • Optional requiredHeight: number

      The height of the target to render to

    • Optional forceFullscreenViewport: boolean

      Forces the viewport to be the entire texture/screen if true

    Returns void

bindMultiviewFramebufferSearch playground for bindMultiviewFramebuffer

bindSamplersSearch playground for bindSamplers

  • bindSamplers(effect: Effect): void
  • Binds an effect to the webGL context

    Parameters

    • effect: Effect

      defines the effect to bind

    Returns void

bindTransformFeedbackSearch playground for bindTransformFeedback

bindTransformFeedbackBufferSearch playground for bindTransformFeedbackBuffer

cacheStencilStateSearch playground for cacheStencilState

  • cacheStencilState(): void
  • Caches the the state of the stencil buffer

    Returns void

captureGPUFrameTimeSearch playground for captureGPUFrameTime

  • captureGPUFrameTime(value: boolean): void
  • Enable or disable the GPU frame time capture

    Parameters

    • value: boolean

      True to enable, false to disable

    Returns void

clearSearch playground for clear

  • clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void
  • Clear the current render buffer or the current render target (if any is set up)

    Parameters

    • color: IColor4Like

      defines the color to use

    • backBuffer: boolean

      defines if the back buffer must be cleared

    • depth: boolean

      defines if the depth buffer must be cleared

    • Optional stencil: boolean

      defines if the stencil buffer must be cleared

    Returns void

createCubeTextureSearch playground for createCubeTexture

  • createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean | undefined, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number, fallback: Nullable<InternalTexture>, loaderOptions: any, useSRGBBuffer: boolean): InternalTexture
  • createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any): InternalTexture
  • createCubeTexture(rootUrl: string, scene: Nullable<Scene>, files: Nullable<string[]>, noMipmap: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>, format: number | undefined, forcedExtension: any, createPolynomials: boolean, lodScale: number, lodOffset: number): InternalTexture
  • Creates a cube texture

    Parameters

    • rootUrl: string

      defines the url where the files to load is located

    • scene: Nullable<Scene>

      defines the current scene

    • files: Nullable<string[]>

      defines the list of files to load (1 per face)

    • noMipmap: boolean | undefined

      defines a boolean indicating that no mipmaps shall be generated (false by default)

    • onLoad: Nullable<(data?: any) => void>

      defines an optional callback raised when the texture is loaded

    • onError: Nullable<(message?: string, exception?: any) => void>

      defines an optional callback raised if there is an issue to load the texture

    • format: number | undefined

      defines the format of the data

    • forcedExtension: any

      defines the extension to use to pick the right loader

    • createPolynomials: boolean

      if a polynomial sphere should be created for the cube texture

    • lodScale: number

      defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness

    • lodOffset: number

      defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness

    • fallback: Nullable<InternalTexture>

      defines texture to use while falling back when (compressed) texture file not found.

    • loaderOptions: any

      options to be passed to the loader

    • useSRGBBuffer: boolean

      defines if the texture must be loaded in a sRGB GPU buffer (if supported by the GPU).

    Returns InternalTexture

    the cube texture as an InternalTexture

  • Creates a cube texture

    Parameters

    • rootUrl: string

      defines the url where the files to load is located

    • scene: Nullable<Scene>

      defines the current scene

    • files: Nullable<string[]>

      defines the list of files to load (1 per face)

    • noMipmap: boolean

      defines a boolean indicating that no mipmaps shall be generated (false by default)

    • onLoad: Nullable<(data?: any) => void>

      defines an optional callback raised when the texture is loaded

    • onError: Nullable<(message?: string, exception?: any) => void>

      defines an optional callback raised if there is an issue to load the texture

    • format: number | undefined

      defines the format of the data

    • forcedExtension: any

      defines the extension to use to pick the right loader

    Returns InternalTexture

    the cube texture as an InternalTexture

  • Creates a cube texture

    Parameters

    • rootUrl: string

      defines the url where the files to load is located

    • scene: Nullable<Scene>

      defines the current scene

    • files: Nullable<string[]>

      defines the list of files to load (1 per face)

    • noMipmap: boolean

      defines a boolean indicating that no mipmaps shall be generated (false by default)

    • onLoad: Nullable<(data?: any) => void>

      defines an optional callback raised when the texture is loaded

    • onError: Nullable<(message?: string, exception?: any) => void>

      defines an optional callback raised if there is an issue to load the texture

    • format: number | undefined

      defines the format of the data

    • forcedExtension: any

      defines the extension to use to pick the right loader

    • createPolynomials: boolean

      if a polynomial sphere should be created for the cube texture

    • lodScale: number

      defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness

    • lodOffset: number

      defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness

    Returns InternalTexture

    the cube texture as an InternalTexture

createDynamicVertexBufferSearch playground for createDynamicVertexBuffer

  • Creates a dynamic vertex buffer

    Parameters

    • vertices: FloatArray

      the data for the dynamic vertex buffer

    Returns DataBuffer

    the new WebGL dynamic buffer

createEffectForParticlesSearch playground for createEffectForParticles

  • createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void, particleSystem?: IParticleSystem): Effect
  • Create an effect to use with particle systems. Please note that some parameters like animation sheets or not being billboard are not supported in this configuration, except if you pass the particle system for which you want to create a custom effect in the last parameter

    Parameters

    • fragmentName: string

      defines the base name of the effect (The name of file without .fragment.fx)

    • uniformsNames: string[]

      defines a list of attribute names

    • samplers: string[]

      defines an array of string used to represent textures

    • defines: string

      defines the string containing the defines to use to compile the shaders

    • Optional fallbacks: EffectFallbacks

      defines the list of potential fallbacks to use if shader compilation fails

    • Optional onCompiled: (effect: Effect) => void

      defines a function to call when the effect creation is successful

        • Parameters

          Returns void

    • Optional onError: (effect: Effect, errors: string) => void

      defines a function to call when the effect creation has failed

        • (effect: Effect, errors: string): void
        • Parameters

          • effect: Effect
          • errors: string

          Returns void

    • Optional particleSystem: IParticleSystem

      the particle system you want to create the effect for

    Returns Effect

    the new Effect

createImageBitmapSearch playground for createImageBitmap

  • createImageBitmap(image: ImageBitmapSource, options?: ImageBitmapOptions): Promise<ImageBitmap>
  • Engine abstraction for createImageBitmap

    Parameters

    • image: ImageBitmapSource

      source for image

    • Optional options: ImageBitmapOptions

      An object that sets options for the image's extraction.

    Returns Promise<ImageBitmap>

    ImageBitmap

createIndexBufferSearch playground for createIndexBuffer

  • Creates a new index buffer

    Parameters

    • indices: IndicesArray

      defines the content of the index buffer

    Returns DataBuffer

    a new webGL buffer

createInstancesBufferSearch playground for createInstancesBuffer

  • createInstancesBuffer(capacity: number): DataBuffer
  • Creates a webGL buffer to use with instantiation

    Parameters

    • capacity: number

      defines the size of the buffer

    Returns DataBuffer

    the webGL buffer

createMultiviewRenderTargetTextureSearch playground for createMultiviewRenderTargetTexture

  • createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture
  • Creates a new multiview render target

    Parameters

    • width: number

      defines the width of the texture

    • height: number

      defines the height of the texture

    Returns InternalTexture

    the created multiview texture

createQuerySearch playground for createQuery

  • createQuery(): OcclusionQuery
  • Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)

    Returns OcclusionQuery

    the new query

createRenderTargetTextureSearch playground for createRenderTargetTexture

  • Creates a new render target texture

    Parameters

    • size: any

      defines the size of the texture

    • options: boolean | RenderTargetCreationOptions

      defines the options used to create the texture

    Returns InternalTexture

    a new render target texture stored in an InternalTexture

createShaderProgramSearch playground for createShaderProgram

createTextureSearch playground for createTexture

  • Usually called from Texture.ts. Passed information to create a WebGLTexture

    Parameters

    • urlArg: Nullable<string>

      defines a value which contains one of the following:

      • A conventional http URL, e.g. 'http://...' or 'file://...'
      • A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
      • An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
    • noMipmap: boolean

      defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file

    • invertY: boolean

      when true, image is flipped when loaded. You probably want true. Certain compressed textures may invert this if their default is inverted (eg. ktx)

    • scene: Nullable<ISceneLike>

      needed for loading to the correct scene

    • Optional samplingMode: number

      mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)

    • Optional onLoad: Nullable<() => void>

      optional callback to be called upon successful completion

    • Optional onError: Nullable<(message: string, exception: any) => void>

      optional callback to be called upon failure

    • Optional buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>

      a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), HTMLImageElement (image format), or a Blob

    • Optional fallback: Nullable<InternalTexture>

      an internal argument in case the function must be called again, due to etc1 not having alpha capabilities

    • Optional format: Nullable<number>

      internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures

    • Optional forcedExtension: Nullable<string>

      defines the extension to use to pick the right loader

    • Optional mimeType: string

      defines an optional mime type

    Returns InternalTexture

    a InternalTexture for assignment back into BABYLON.Texture

createTransformFeedbackSearch playground for createTransformFeedback

  • Creates a webGL transform feedback object Please makes sure to check webGLVersion property to check if you are running webGL 2+

    Returns WebGLTransformFeedback

    the webGL transform feedback object

createVertexBufferSearch playground for createVertexBuffer

  • Creates a vertex buffer

    Parameters

    • vertices: FloatArray

      the data for the vertex buffer

    Returns DataBuffer

    the new WebGL static buffer

createVideoElementSearch playground for createVideoElement

  • createVideoElement(constraints: MediaTrackConstraints): any
  • creates and returns a new video element

    Parameters

    • constraints: MediaTrackConstraints

      video constraints

    Returns any

    video element

deleteInstancesBufferSearch playground for deleteInstancesBuffer

  • deleteInstancesBuffer(buffer: WebGLBuffer): void
  • Delete a webGL buffer used with instantiation

    Parameters

    • buffer: WebGLBuffer

      defines the webGL buffer to delete

    Returns void

deleteQuerySearch playground for deleteQuery

  • deleteQuery(query: OcclusionQuery): Engine
  • Delete and release a webGL query

    Parameters

    • query: OcclusionQuery

      defines the query to delete

    Returns Engine

    the current engine

deleteTransformFeedbackSearch playground for deleteTransformFeedback

disableScissorSearch playground for disableScissor

  • disableScissor(): void
  • Disable previously set scissor test rectangle

    Returns void

disableVRSearch playground for disableVR

  • disableVR(): void

displayLoadingUISearch playground for displayLoadingUI

  • displayLoadingUI(): void

disposeSearch playground for dispose

  • dispose(): void
  • Returns void

drawSearch playground for draw

  • draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void
  • Send a draw order

    Parameters

    • useTriangles: boolean

      defines if triangles must be used to draw (else wireframe will be used)

    • indexStart: number

      defines the starting index

    • indexCount: number

      defines the number of index to draw

    • Optional instancesCount: number

      defines the number of instances to draw (if instanciation is enabled)

    Returns void

drawArraysTypeSearch playground for drawArraysType

  • drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void
  • Draw a list of unindexed primitives

    Parameters

    • fillMode: number

      defines the primitive to use

    • verticesStart: number

      defines the index of first vertex to draw

    • verticesCount: number

      defines the count of vertices to draw

    • Optional instancesCount: number

      defines the number of instances to draw (if instanciation is enabled)

    Returns void

drawElementsTypeSearch playground for drawElementsType

  • drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void
  • Draw a list of indexed primitives

    Parameters

    • fillMode: number

      defines the primitive to use

    • indexStart: number

      defines the starting index

    • indexCount: number

      defines the number of index to draw

    • Optional instancesCount: number

      defines the number of instances to draw (if instanciation is enabled)

    Returns void

enableEffectSearch playground for enableEffect

  • Activates an effect, making it the current one (ie. the one used for rendering)

    Parameters

    • effect: Nullable<Effect | DrawWrapper>

      defines the effect to activate

    Returns void

enableScissorSearch playground for enableScissor

  • enableScissor(x: number, y: number, width: number, height: number): void
  • Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)

    Parameters

    • x: number

      defines the x-coordinate of the top left corner of the clear rectangle

    • y: number

      defines the y-coordinate of the corner of the clear rectangle

    • width: number

      defines the width of the clear rectangle

    • height: number

      defines the height of the clear rectangle

    Returns void

enableVRSearch playground for enableVR

  • Call this function to switch to webVR mode Will do nothing if webVR is not supported or if there is no webVR device

    see

    https://doc.babylonjs.com/how_to/webvr_camera

    Parameters

    • options: WebVROptions

      the webvr options provided to the camera. mainly used for multiview

    Returns void

endFrameSearch playground for endFrame

  • endFrame(): void
  • End the current frame

    Returns void

endOcclusionQuerySearch playground for endOcclusionQuery

  • endOcclusionQuery(algorithmType: number): Engine

endTimeQuerySearch playground for endTimeQuery

  • endTimeQuery(token: _TimeToken): int
  • Ends a time query

    Parameters

    • token: _TimeToken

      defines the token used to measure the time span

    Returns int

    the time spent (in ns)

endTransformFeedbackSearch playground for endTransformFeedback

  • endTransformFeedback(): void

enterFullscreenSearch playground for enterFullscreen

  • enterFullscreen(requestPointerLock: boolean): void
  • Enters full screen mode

    Parameters

    • requestPointerLock: boolean

      defines if a pointer lock should be requested from the user

    Returns void

enterPointerlockSearch playground for enterPointerlock

  • enterPointerlock(): void
  • Enters Pointerlock mode

    Returns void

exitFullscreenSearch playground for exitFullscreen

  • exitFullscreen(): void
  • Exits full screen mode

    Returns void

exitPointerlockSearch playground for exitPointerlock

  • exitPointerlock(): void
  • Exits Pointerlock mode

    Returns void

generateMipMapsForCubemapSearch playground for generateMipMapsForCubemap

  • generateMipMapsForCubemap(texture: InternalTexture, unbind?: boolean): void
  • Force the mipmap generation for the given render target texture

    Parameters

    • texture: InternalTexture

      defines the render target texture to use

    • Optional unbind: boolean

      defines whether or not to unbind the texture after generation. Defaults to true.

    Returns void

getAspectRatioSearch playground for getAspectRatio

  • Gets current aspect ratio

    Parameters

    • viewportOwner: IViewportOwnerLike

      defines the camera to use to get the aspect ratio

    • Optional useScreen: boolean

      defines if screen size must be used (or the current render target if any)

    Returns number

    a number defining the aspect ratio

getAttributesSearch playground for getAttributes

  • getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[]
  • Gets the lsit of active attributes for a given webGL program

    Parameters

    • pipelineContext: IPipelineContext

      defines the pipeline context to use

    • attributesNames: string[]

      defines the list of attribute names to get

    Returns number[]

    an array of indices indicating the offset of each attribute

getDeltaTimeSearch playground for getDeltaTime

  • getDeltaTime(): number
  • Gets the time spent between current and previous frame

    Returns number

    a number representing the delta time in ms

getDepthBufferSearch playground for getDepthBuffer

  • getDepthBuffer(): boolean
  • Gets a boolean indicating if depth testing is enabled

    Returns boolean

    the current state

getDepthFunctionSearch playground for getDepthFunction

  • Gets the current depth function

    Returns Nullable<number>

    a number defining the depth function

getDepthWriteSearch playground for getDepthWrite

  • getDepthWrite(): boolean
  • Gets a boolean indicating if depth writing is enabled

    Returns boolean

    the current depth writing state

getFpsSearch playground for getFps

  • getFps(): number
  • Gets the current framerate

    Returns number

    a number representing the framerate

getFragmentShaderSourceSearch playground for getFragmentShaderSource

  • Gets the source code of the fragment shader associated with a specific webGL program

    Parameters

    Returns Nullable<string>

    a string containing the source code of the fragment shader associated with the program

getGPUFrameTimeCounterSearch playground for getGPUFrameTimeCounter

getHardwareScalingLevelSearch playground for getHardwareScalingLevel

  • getHardwareScalingLevel(): number
  • Gets the current hardware scaling level. By default the hardware scaling level is computed from the window device ratio. if level = 1 then the engine will render at the exact resolution of the canvas. If level = 0.5 then the engine will render at twice the size of the canvas.

    Returns number

    a number indicating the current hardware scaling level

getInputElementSearch playground for getInputElement

  • getInputElement(): Nullable<HTMLElement>
  • Gets the HTML element used to attach event listeners

    Returns Nullable<HTMLElement>

    a HTML element

getInputElementClientRectSearch playground for getInputElementClientRect

  • getInputElementClientRect(): Nullable<ClientRect>
  • Gets the client rect of the HTML element used for events

    Returns Nullable<ClientRect>

    a client rectangle

getLockstepMaxStepsSearch playground for getLockstepMaxSteps

  • getLockstepMaxSteps(): number

getQueryResultSearch playground for getQueryResult

  • getQueryResult(query: OcclusionQuery): number
  • Gets the value of a given query

    Parameters

    • query: OcclusionQuery

      defines the query to check

    Returns number

    the value of the query

getRenderHeightSearch playground for getRenderHeight

  • getRenderHeight(useScreen?: boolean): number
  • Gets the current render height

    Parameters

    • Optional useScreen: boolean

      defines if screen size must be used (or the current render target if any)

    Returns number

    a number defining the current render height

getRenderWidthSearch playground for getRenderWidth

  • getRenderWidth(useScreen?: boolean): number
  • Gets the current render width

    Parameters

    • Optional useScreen: boolean

      defines if screen size must be used (or the current render target if any)

    Returns number

    a number defining the current render width

getRenderingCanvasClientRectSearch playground for getRenderingCanvasClientRect

  • getRenderingCanvasClientRect(): Nullable<ClientRect>
  • Gets the client rect of the HTML canvas attached with the current webGL context

    Returns Nullable<ClientRect>

    a client rectangle

getScreenAspectRatioSearch playground for getScreenAspectRatio

  • getScreenAspectRatio(): number
  • Gets current screen aspect ratio

    Returns number

    a number defining the aspect ratio

getStencilBufferSearch playground for getStencilBuffer

  • getStencilBuffer(): boolean
  • Gets a boolean indicating if stencil buffer is enabled

    Returns boolean

    the current stencil buffer state

getStencilFunctionSearch playground for getStencilFunction

  • getStencilFunction(): number
  • Gets the current stencil function

    Returns number

    a number defining the stencil function to use

getStencilFunctionMaskSearch playground for getStencilFunctionMask

  • getStencilFunctionMask(): number
  • Gets the current stencil mask

    Returns number

    a number defining the stencil mask to use

getStencilFunctionReferenceSearch playground for getStencilFunctionReference

  • getStencilFunctionReference(): number
  • Gets the current stencil reference value

    Returns number

    a number defining the stencil reference value to use

getStencilMaskSearch playground for getStencilMask

  • getStencilMask(): number
  • Gets the current stencil mask

    Returns number

    a number defining the new stencil mask to use

getStencilOperationDepthFailSearch playground for getStencilOperationDepthFail

  • getStencilOperationDepthFail(): number
  • Gets the current stencil operation when depth fails

    Returns number

    a number defining stencil operation to use when depth fails

getStencilOperationFailSearch playground for getStencilOperationFail

  • getStencilOperationFail(): number
  • Gets the current stencil operation when stencil fails

    Returns number

    a number defining stencil operation to use when stencil fails

getStencilOperationPassSearch playground for getStencilOperationPass

  • getStencilOperationPass(): number
  • Gets the current stencil operation when stencil passes

    Returns number

    a number defining stencil operation to use when stencil passes

getTimeStepSearch playground for getTimeStep

  • getTimeStep(): number
  • Returns the time in ms between steps when using deterministic lock step.

    Returns number

    time step in (ms)

getUniformsSearch playground for getUniforms

  • Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names

    Parameters

    • pipelineContext: IPipelineContext

      defines the pipeline context to use

    • uniformsNames: string[]

      defines the list of uniform names

    Returns Nullable<WebGLUniformLocation>[]

    an array of webGL uniform locations

getVRDeviceSearch playground for getVRDevice

  • getVRDevice(): any
  • Gets the current webVR device

    Returns any

    the current webVR device (or null)

getVertexShaderSourceSearch playground for getVertexShaderSource

  • Gets the source code of the vertex shader associated with a specific webGL program

    Parameters

    Returns Nullable<string>

    a string containing the source code of the vertex shader associated with the program

hideLoadingUISearch playground for hideLoadingUI

  • hideLoadingUI(): void

initWebVRSearch playground for initWebVR

  • Initializes a webVR display and starts listening to display change events The onVRDisplayChangedObservable will be notified upon these changes

    Returns Observable<IDisplayChangedEventArgs>

    The onVRDisplayChangedObservable

initWebVRAsyncSearch playground for initWebVRAsync

  • Initializes a webVR display and starts listening to display change events The onVRDisplayChangedObservable will be notified upon these changes

    Returns Promise<IDisplayChangedEventArgs>

    A promise containing a VRDisplay and if vr is supported

isDeterministicLockStepSearch playground for isDeterministicLockStep

  • isDeterministicLockStep(): boolean

isQueryResultAvailableSearch playground for isQueryResultAvailable

  • isQueryResultAvailable(query: OcclusionQuery): boolean
  • Check if a given query has resolved and got its value

    Parameters

    • query: OcclusionQuery

      defines the query to check

    Returns boolean

    true if the query got its value

isVRDevicePresentSearch playground for isVRDevicePresent

  • isVRDevicePresent(): boolean
  • Gets a boolean indicating if a webVR device was detected

    Returns boolean

    true if a webVR device was detected

isVRPresentingSearch playground for isVRPresenting

  • isVRPresenting(): boolean
  • Gets a boolean indicating that the system is in VR mode and is presenting

    Returns boolean

    true if VR mode is engaged

registerViewSearch playground for registerView

  • Register a new child canvas

    Parameters

    • canvas: HTMLCanvasElement

      defines the canvas to register

    • Optional camera: Camera

      defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)

    • Optional clearBeforeCopy: boolean

      Indicates if the destination view canvas should be cleared before copying the parent canvas. Can help if the scene clear color has alpha < 1

    Returns EngineView

    the associated view

releaseEffectsSearch playground for releaseEffects

  • releaseEffects(): void
  • Force the engine to release all cached effects. This means that next effect compilation will have to be done completely even if a similar effect was already compiled

    Returns void

resizeSearch playground for resize

  • resize(forceSetSize?: boolean): void
  • Resize the view according to the canvas' size

    Parameters

    • Optional forceSetSize: boolean

      true to force setting the sizes of the underlying canvas

    Returns void

resizeImageBitmapSearch playground for resizeImageBitmap

  • resizeImageBitmap(image: HTMLImageElement | ImageBitmap, bufferWidth: number, bufferHeight: number): Uint8Array
  • Resize an image and returns the image data as an uint8array

    Parameters

    • image: HTMLImageElement | ImageBitmap

      image to resize

    • bufferWidth: number

      destination buffer width

    • bufferHeight: number

      destination buffer height

    Returns Uint8Array

    an uint8array containing RGBA values of bufferWidth * bufferHeight size

restoreStencilStateSearch playground for restoreStencilState

  • restoreStencilState(): void
  • Restores the state of the stencil buffer

    Returns void

scissorClearSearch playground for scissorClear

  • scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void
  • Executes a scissor clear (ie. a clear on a specific portion of the screen)

    Parameters

    • x: number

      defines the x-coordinate of the top left corner of the clear rectangle

    • y: number

      defines the y-coordinate of the corner of the clear rectangle

    • width: number

      defines the width of the clear rectangle

    • height: number

      defines the height of the clear rectangle

    • clearColor: IColor4Like

      defines the clear color

    Returns void

setAlphaModeSearch playground for setAlphaMode

  • setAlphaMode(mode: number, noDepthWriteChange?: boolean): void

setArraySearch playground for setArray

  • Set the value of an uniform to an array of number

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: number[]

      defines the array of number to store

    Returns boolean

    true if value was set

setArray2Search playground for setArray2

  • Set the value of an uniform to an array of number (stored as vec2)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: number[]

      defines the array of number to store

    Returns boolean

    true if value was set

setArray3Search playground for setArray3

  • Set the value of an uniform to an array of number (stored as vec3)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: number[]

      defines the array of number to store

    Returns boolean

    true if value was set

setArray4Search playground for setArray4

  • Set the value of an uniform to an array of number (stored as vec4)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: number[]

      defines the array of number to store

    Returns boolean

    true if value was set

setBoolSearch playground for setBool

  • Set the value of an uniform to a boolean

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • bool: number

      defines the boolean to store

    Returns boolean

    true if value was set

setCompressedTextureExclusionsSearch playground for setCompressedTextureExclusions

  • setCompressedTextureExclusions(skippedFiles: Array<string>): void
  • Set the compressed texture extensions or file names to skip.

    Parameters

    • skippedFiles: Array<string>

      defines the list of those texture files you want to skip Example: [".dds", ".env", "myfile.png"]

    Returns void

setDepthBufferSearch playground for setDepthBuffer

  • setDepthBuffer(enable: boolean): void
  • Enable or disable depth buffering

    Parameters

    • enable: boolean

      defines the state to set

    Returns void

setDepthFunctionSearch playground for setDepthFunction

  • setDepthFunction(depthFunc: number): void
  • Sets the current depth function

    Parameters

    • depthFunc: number

      defines the function to use

    Returns void

setDepthFunctionToGreaterSearch playground for setDepthFunctionToGreater

  • setDepthFunctionToGreater(): void

setDepthFunctionToGreaterOrEqualSearch playground for setDepthFunctionToGreaterOrEqual

  • setDepthFunctionToGreaterOrEqual(): void

setDepthFunctionToLessSearch playground for setDepthFunctionToLess

  • setDepthFunctionToLess(): void
  • Sets the current depth function to LESS

    Returns void

setDepthFunctionToLessOrEqualSearch playground for setDepthFunctionToLessOrEqual

  • setDepthFunctionToLessOrEqual(): void

setDepthStencilTextureSearch playground for setDepthStencilTexture

  • Sets a depth stencil texture from a render target to the according uniform.

    Parameters

    Returns void

setDepthWriteSearch playground for setDepthWrite

  • setDepthWrite(enable: boolean): void
  • Enable or disable depth writing

    Parameters

    • enable: boolean

      defines the state to set

    Returns void

setDirectViewportSearch playground for setDirectViewport

  • setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>
  • Directly set the WebGL Viewport

    Parameters

    • x: number

      defines the x coordinate of the viewport (in screen space)

    • y: number

      defines the y coordinate of the viewport (in screen space)

    • width: number

      defines the width of the viewport (in screen space)

    • height: number

      defines the height of the viewport (in screen space)

    Returns Nullable<IViewportLike>

    the current viewport Object (if any) that is being replaced by this call. You can restore this viewport later on to go back to the original state

setDitheringStateSearch playground for setDitheringState

  • setDitheringState(value: boolean): void
  • Sets a boolean indicating if the dithering state is enabled or disabled

    Parameters

    • value: boolean

      defines the dithering state

    Returns void

setFloatSearch playground for setFloat

  • Set the value of an uniform to a number (float)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • value: number

      defines the float number to store

    Returns boolean

    true if value was set

setFloat2Search playground for setFloat2

  • Set the value of an uniform to a vec2

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • x: number

      defines the 1st component of the value

    • y: number

      defines the 2nd component of the value

    Returns boolean

    true if value was set

setFloat3Search playground for setFloat3

  • Set the value of an uniform to a vec3

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • x: number

      defines the 1st component of the value

    • y: number

      defines the 2nd component of the value

    • z: number

      defines the 3rd component of the value

    Returns boolean

    true if value was set

setFloat4Search playground for setFloat4

  • Set the value of an uniform to a vec4

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • x: number

      defines the 1st component of the value

    • y: number

      defines the 2nd component of the value

    • z: number

      defines the 3rd component of the value

    • w: number

      defines the 4th component of the value

    Returns boolean

    true if value was set

setFloatArraySearch playground for setFloatArray

  • Set the value of an uniform to an array of float32

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Float32Array

      defines the array of float32 to store

    Returns boolean

    true if value was set

setFloatArray2Search playground for setFloatArray2

  • Set the value of an uniform to an array of float32 (stored as vec2)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Float32Array

      defines the array of float32 to store

    Returns boolean

    true if value was set

setFloatArray3Search playground for setFloatArray3

  • Set the value of an uniform to an array of float32 (stored as vec3)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Float32Array

      defines the array of float32 to store

    Returns boolean

    true if value was set

setFloatArray4Search playground for setFloatArray4

  • Set the value of an uniform to an array of float32 (stored as vec4)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Float32Array

      defines the array of float32 to store

    Returns boolean

    true if value was set

setIntArraySearch playground for setIntArray

  • Set the value of an uniform to an array of int32

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Int32Array

      defines the array of int32 to store

    Returns boolean

    true if value was set

setIntArray2Search playground for setIntArray2

  • Set the value of an uniform to an array of int32 (stored as vec2)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Int32Array

      defines the array of int32 to store

    Returns boolean

    true if value was set

setIntArray3Search playground for setIntArray3

  • Set the value of an uniform to an array of int32 (stored as vec3)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Int32Array

      defines the array of int32 to store

    Returns boolean

    true if value was set

setIntArray4Search playground for setIntArray4

  • Set the value of an uniform to an array of int32 (stored as vec4)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • array: Int32Array

      defines the array of int32 to store

    Returns boolean

    true if value was set

setMatricesSearch playground for setMatrices

  • Set the value of an uniform to an array of float32 (stored as matrices)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • matrices: Float32Array

      defines the array of float32 to store

    Returns boolean

    true if value was set

setMatrix2x2Search playground for setMatrix2x2

  • Set the value of an uniform to a matrix (2x2)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • matrix: Float32Array

      defines the Float32Array representing the 2x2 matrix to store

    Returns boolean

    true if value was set

setMatrix3x3Search playground for setMatrix3x3

  • Set the value of an uniform to a matrix (3x3)

    Parameters

    • uniform: WebGLUniformLocation

      defines the webGL uniform location where to store the value

    • matrix: Float32Array

      defines the Float32Array representing the 3x3 matrix to store

    Returns boolean

    true if value was set

setRasterizerStateSearch playground for setRasterizerState

  • setRasterizerState(value: boolean): void
  • Sets a boolean indicating if the rasterizer state is enabled or disabled

    Parameters

    • value: boolean

      defines the rasterizer state

    Returns void

setSizeSearch playground for setSize

  • setSize(width: number, height: number, forceSetSize?: boolean): boolean
  • Force a specific size of the canvas

    Parameters

    • width: number

      defines the new canvas' width

    • height: number

      defines the new canvas' height

    • Optional forceSetSize: boolean

      true to force setting the sizes of the underlying canvas

    Returns boolean

    true if the size was changed

setStateSearch playground for setState

  • setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void
  • Set various states to the webGL context

    Parameters

    • culling: boolean

      defines backface culling state

    • Optional zOffset: number

      defines the value to apply to zOffset (0 by default)

    • Optional force: boolean

      defines if states must be applied even if cache is up to date

    • Optional reverseSide: boolean

      defines if culling must be reversed (CCW if false, CW if true)

    Returns void

setStencilBufferSearch playground for setStencilBuffer

  • setStencilBuffer(enable: boolean): void
  • Enable or disable the stencil buffer

    Parameters

    • enable: boolean

      defines if the stencil buffer must be enabled or disabled

    Returns void

setStencilFunctionSearch playground for setStencilFunction

  • setStencilFunction(stencilFunc: number): void
  • Sets the current stencil function

    Parameters

    • stencilFunc: number

      defines the new stencil function to use

    Returns void

setStencilFunctionMaskSearch playground for setStencilFunctionMask

  • setStencilFunctionMask(mask: number): void
  • Sets the current stencil mask

    Parameters

    • mask: number

      defines the new stencil mask to use

    Returns void

setStencilFunctionReferenceSearch playground for setStencilFunctionReference

  • setStencilFunctionReference(reference: number): void
  • Sets the current stencil reference

    Parameters

    • reference: number

      defines the new stencil reference to use

    Returns void

setStencilMaskSearch playground for setStencilMask

  • setStencilMask(mask: number): void
  • Sets the current stencil mask

    Parameters

    • mask: number

      defines the new stencil mask to use

    Returns void

setStencilOperationDepthFailSearch playground for setStencilOperationDepthFail

  • setStencilOperationDepthFail(operation: number): void
  • Sets the stencil operation to use when depth fails

    Parameters

    • operation: number

      defines the stencil operation to use when depth fails

    Returns void

setStencilOperationFailSearch playground for setStencilOperationFail

  • setStencilOperationFail(operation: number): void
  • Sets the stencil operation to use when stencil fails

    Parameters

    • operation: number

      defines the stencil operation to use when stencil fails

    Returns void

setStencilOperationPassSearch playground for setStencilOperationPass

  • setStencilOperationPass(operation: number): void
  • Sets the stencil operation to use when stencil passes

    Parameters

    • operation: number

      defines the stencil operation to use when stencil passes

    Returns void

setTextureFormatToUseSearch playground for setTextureFormatToUse

  • setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>
  • Set the compressed texture format to use, based on the formats you have, and the formats supported by the hardware / browser.

    Khronos Texture Container (.ktx) files are used to support this. This format has the advantage of being specifically designed for OpenGL. Header elements directly correspond to API arguments needed to compressed textures. This puts the burden on the container generator to house the arcane code for determining these for current & future formats.

    for description see https://www.khronos.org/opengles/sdk/tools/KTX/ for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/

    Note: The result of this call is not taken into account when a texture is base64.

    Parameters

    • formatsAvailable: Array<string>

      defines the list of those format families you have created on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)

      Current families are astc, dxt, pvrtc, etc2, & etc1.

    Returns Nullable<string>

    The extension selected.

setTextureFromPostProcessSearch playground for setTextureFromPostProcess

  • setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>, name: string): void
  • Sets a texture to the webGL context from a postprocess

    Parameters

    • channel: number

      defines the channel to use

    • postProcess: Nullable<PostProcess>

      defines the source postprocess

    • name: string

      name of the channel

    Returns void

setTextureFromPostProcessOutputSearch playground for setTextureFromPostProcessOutput

  • setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>, name: string): void
  • Binds the output of the passed in post process to the texture channel specified

    Parameters

    • channel: number

      The channel the texture should be bound to

    • postProcess: Nullable<PostProcess>

      The post process which's output should be bound

    • name: string

      name of the channel

    Returns void

setTranformFeedbackVaryingsSearch playground for setTranformFeedbackVaryings

  • setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void
  • Specify the varyings to use with transform feedback

    Parameters

    • program: WebGLProgram

      defines the associated webGL program

    • value: string[]

      defines the list of strings representing the varying names

    Returns void

setViewportSearch playground for setViewport

  • setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void
  • Set the WebGL's viewport

    Parameters

    • viewport: IViewportLike

      defines the viewport element to be used

    • Optional requiredWidth: number

      defines the width required for rendering. If not provided the rendering canvas' width is used

    • Optional requiredHeight: number

      defines the height required for rendering. If not provided the rendering canvas' height is used

    Returns void

startTimeQuerySearch playground for startTimeQuery

  • startTimeQuery(): Nullable<_TimeToken>
  • Starts a time query (used to measure time spent by the GPU on a specific frame) Please note that only one query can be issued at a time

    Returns Nullable<_TimeToken>

    a time token used to track the time span

switchFullscreenSearch playground for switchFullscreen

  • switchFullscreen(requestPointerLock: boolean): void
  • Toggle full screen mode

    Parameters

    • requestPointerLock: boolean

      defines if a pointer lock should be requested from the user

    Returns void

unBindFramebufferSearch playground for unBindFramebuffer

  • unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void
  • Unbind the current render target texture from the webGL context

    Parameters

    • texture: InternalTexture

      defines the render target texture to unbind

    • Optional disableGenerateMipMaps: boolean

      defines a boolean indicating that mipmaps must not be generated

    • Optional onBeforeUnbind: () => void

      defines a function which will be called before the effective unbind

        • (): void
        • Returns void

    Returns void

unRegisterViewSearch playground for unRegisterView

updateDynamicIndexBufferSearch playground for updateDynamicIndexBuffer

  • updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void
  • Update a dynamic index buffer

    Parameters

    • indexBuffer: WebGLBuffer

      defines the target index buffer

    • indices: IndicesArray

      defines the data to update

    • Optional offset: number

      defines the offset in the target index buffer where update should start

    Returns void

updateDynamicTextureSearch playground for updateDynamicTexture

  • Update the content of a dynamic texture

    Parameters

    • texture: Nullable<InternalTexture>

      defines the texture to update

    • canvas: HTMLCanvasElement

      defines the canvas containing the source

    • invertY: boolean

      defines if data must be stored with Y axis inverted

    • Optional premulAlpha: boolean

      defines if alpha is stored as premultiplied

    • Optional format: number

      defines the format of the data

    Returns void

updateDynamicVertexBufferSearch playground for updateDynamicVertexBuffer

  • updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void
  • Updates a dynamic vertex buffer.

    Parameters

    • vertexBuffer: WebGLBuffer

      the vertex buffer to update

    • vertices: FloatArray

      the data used to update the vertex buffer

    • Optional byteOffset: number

      the byte offset of the data (optional)

    • Optional byteLength: number

      the byte length of the data (optional)

    Returns void

updateRenderTargetTextureSampleCountSearch playground for updateRenderTargetTextureSampleCount

updateTextureComparisonFunctionSearch playground for updateTextureComparisonFunction

  • updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void
  • Updates a depth texture Comparison Mode and Function. If the comparison Function is equal to 0, the mode will be set to none. Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.

    Parameters

    • texture: InternalTexture

      The texture to set the comparison function for

    • comparisonFunction: number

      The comparison function to set, 0 if no comparison required

    Returns void

updateTextureSamplingModeSearch playground for updateTextureSamplingMode

  • updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void
  • Update the sampling mode of a given texture

    Parameters

    • samplingMode: number

      defines the required sampling mode

    • texture: InternalTexture

      defines the texture to update

    Returns void

wipeCachesSearch playground for wipeCaches

  • wipeCaches(bruteForce?: boolean): void
  • Force the entire cache to be cleared You should not have to use this function unless your engine needs to share the webGL context with another engine

    Parameters

    • Optional bruteForce: boolean

      defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)

    Returns void

Static DefaultLoadingScreenFactorySearch playground for DefaultLoadingScreenFactory

Static MarkAllMaterialsAsDirtySearch playground for MarkAllMaterialsAsDirty

  • MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void
  • Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation

    Parameters

    • flag: number

      defines which part of the materials must be marked as dirty

    • Optional predicate: (mat: Material) => boolean

      defines a predicate used to filter which materials should be affected

    Returns void

Static _ExitFullscreenSearch playground for _ExitFullscreen

  • _ExitFullscreen(): void
  • Asks the browser to exit fullscreen mode

    Returns void

Static _ExitPointerlockSearch playground for _ExitPointerlock

  • _ExitPointerlock(): void
  • Asks the browser to exit pointerlock mode

    Returns void

Static _RequestFullscreenSearch playground for _RequestFullscreen

  • _RequestFullscreen(element: HTMLElement): void
  • Ask the browser to promote the current element to fullscreen rendering mode

    Parameters

    • element: HTMLElement

      defines the DOM element to promote

    Returns void

Static _RequestPointerlockSearch playground for _RequestPointerlock

  • _RequestPointerlock(element: HTMLElement): void
  • Ask the browser to promote the current element to pointerlock mode

    Parameters

    • element: HTMLElement

      defines the DOM element to promote

    Returns void

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