How to use the @awayjs/renderer/lib/surfaces/SurfacePool.SurfacePool.registerAbstraction function in @awayjs/renderer

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github awayjs / awayjs-full / ts / index.ts View on Github external
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);

base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);

SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);

Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);

ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);

RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);

export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
export * from "./lib/base";
github awayjs / awayjs-full / ts / index.ts View on Github external
partition.PartitionBase.registerAbstraction(partition.LightProbeNode, display.LightProbe);
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);

base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);

SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);

Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);

ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);

RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);

export * from "./lib/adapters";
export * from "./lib/animators";
export * from "./lib/attributes";
github awayjs / awayjs-full / ts / index.ts View on Github external
partition.PartitionBase.registerAbstraction(partition.EntityNode, display.TextFieldMultiRender);
partition.PartitionBase.registerAbstraction(partition.LightProbeNode, display.LightProbe);
partition.PartitionBase.registerAbstraction(partition.PointLightNode, display.PointLight);
partition.PartitionBase.registerAbstraction(partition.DirectionalLightNode, display.DirectionalLight);
partition.PartitionBase.registerAbstraction(partition.SkyboxNode, display.Skybox);

base.Stage.registerAbstraction(GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube, image.SamplerCube);

SurfacePool.registerAbstraction(GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool.registerAbstraction(GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool.registerAbstraction(GL_SkyboxSurface, display.Skybox);

Stage.registerAbstraction(GL_LineElements, graphics.LineElements);
Stage.registerAbstraction(GL_TriangleElements, graphics.TriangleElements);

ShaderBase.registerAbstraction(GL_Single2DTexture, textures.Single2DTexture);
ShaderBase.registerAbstraction(GL_SingleCubeTexture, textures.SingleCubeTexture);

RendererBase.registerAbstraction(GL_BillboardRenderable, display.Billboard);
RendererBase.registerAbstraction(GL_LineSegmentRenderable, display.LineSegment);
RendererBase.registerAbstraction(GL_GraphicRenderable, graphics.Graphic);
RendererBase.registerAbstraction(GL_SkyboxRenderable, display.Skybox);

export * from "./lib/adapters";
export * from "./lib/animators";