How to use the @awayjs/stage/lib/base/Stage.Stage function in @awayjs/stage

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github awayjs / awayjs-full / index.js 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_1.GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D_1.GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube_1.GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D_1.GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube_1.GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D_1.GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D_1.GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube_1.GL_SamplerCube, image.SamplerCube);
SurfacePool_1.SurfacePool.registerAbstraction(GL_BasicMaterialSurface_1.GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool_1.SurfacePool.registerAbstraction(GL_MethodMaterialSurface_1.GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool_1.SurfacePool.registerAbstraction(GL_SkyboxSurface_1.GL_SkyboxSurface, display.Skybox);
Stage_1.Stage.registerAbstraction(GL_LineElements_1.GL_LineElements, graphics.LineElements);
Stage_1.Stage.registerAbstraction(GL_TriangleElements_1.GL_TriangleElements, graphics.TriangleElements);
ShaderBase_1.ShaderBase.registerAbstraction(GL_Single2DTexture_1.GL_Single2DTexture, textures.Single2DTexture);
ShaderBase_1.ShaderBase.registerAbstraction(GL_SingleCubeTexture_1.GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase_1.RendererBase.registerAbstraction(GL_BillboardRenderable_1.GL_BillboardRenderable, display.Billboard);
RendererBase_1.RendererBase.registerAbstraction(GL_LineSegmentRenderable_1.GL_LineSegmentRenderable, display.LineSegment);
RendererBase_1.RendererBase.registerAbstraction(GL_GraphicRenderable_1.GL_GraphicRenderable, graphics.Graphic);
RendererBase_1.RendererBase.registerAbstraction(GL_SkyboxRenderable_1.GL_SkyboxRenderable, display.Skybox);
__export(require("./lib/adapters"));
__export(require("./lib/animators"));
__export(require("./lib/attributes"));
__export(require("./lib/base"));
__export(require("./lib/bounds"));
__export(require("./lib/controllers"));
__export(require("./lib/display"));
__export(require("./lib/draw"));
__export(require("./lib/errors"));
github awayjs / awayjs-full / index.js 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_1.GL_AttributesBuffer, attributes.AttributesBuffer);
base.Stage.registerAbstraction(GL_RenderImage2D_1.GL_RenderImage2D, image.Image2D);
base.Stage.registerAbstraction(GL_RenderImageCube_1.GL_RenderImageCube, image.ImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D_1.GL_BitmapImage2D, image.BitmapImage2D);
base.Stage.registerAbstraction(GL_BitmapImageCube_1.GL_BitmapImageCube, image.BitmapImageCube);
base.Stage.registerAbstraction(GL_BitmapImage2D_1.GL_BitmapImage2D, image.SpecularImage2D);
base.Stage.registerAbstraction(GL_Sampler2D_1.GL_Sampler2D, image.Sampler2D);
base.Stage.registerAbstraction(GL_SamplerCube_1.GL_SamplerCube, image.SamplerCube);
SurfacePool_1.SurfacePool.registerAbstraction(GL_BasicMaterialSurface_1.GL_BasicMaterialSurface, materials.BasicMaterial);
SurfacePool_1.SurfacePool.registerAbstraction(GL_MethodMaterialSurface_1.GL_MethodMaterialSurface, materials.MethodMaterial);
SurfacePool_1.SurfacePool.registerAbstraction(GL_SkyboxSurface_1.GL_SkyboxSurface, display.Skybox);
Stage_1.Stage.registerAbstraction(GL_LineElements_1.GL_LineElements, graphics.LineElements);
Stage_1.Stage.registerAbstraction(GL_TriangleElements_1.GL_TriangleElements, graphics.TriangleElements);
ShaderBase_1.ShaderBase.registerAbstraction(GL_Single2DTexture_1.GL_Single2DTexture, textures.Single2DTexture);
ShaderBase_1.ShaderBase.registerAbstraction(GL_SingleCubeTexture_1.GL_SingleCubeTexture, textures.SingleCubeTexture);
RendererBase_1.RendererBase.registerAbstraction(GL_BillboardRenderable_1.GL_BillboardRenderable, display.Billboard);
RendererBase_1.RendererBase.registerAbstraction(GL_LineSegmentRenderable_1.GL_LineSegmentRenderable, display.LineSegment);
RendererBase_1.RendererBase.registerAbstraction(GL_GraphicRenderable_1.GL_GraphicRenderable, graphics.Graphic);
RendererBase_1.RendererBase.registerAbstraction(GL_SkyboxRenderable_1.GL_SkyboxRenderable, display.Skybox);
__export(require("./lib/adapters"));
__export(require("./lib/animators"));
__export(require("./lib/attributes"));
__export(require("./lib/base"));
__export(require("./lib/bounds"));
__export(require("./lib/controllers"));
__export(require("./lib/display"));
__export(require("./lib/draw"));
__export(require("./lib/errors"));
__export(require("./lib/events"));