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size: 1,
type: TYPES.UNSIGNED_BYTE,
uploadFunction: this.uploadTint,
offset: 0,
},
];
this.shader = Shader.from(vertex, fragment, {});
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
this.state = State.for2d();
}
this.geometry.refCount++;
/**
* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
* Can be shared between multiple Graphics objects.
* @member {PIXI.Shader}
*/
this.shader = null;
/**
* Represents the WebGL state the Graphics required to render, excludes shader and geometry. E.g.,
* blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
* @member {PIXI.State}
*/
this.state = State.for2d();
/**
* Current fill style
*
* @member {PIXI.FillStyle}
* @protected
*/
this._fillStyle = new FillStyle();
/**
* Current line style
*
* @member {PIXI.LineStyle}
* @protected
*/
this._lineStyle = new LineStyle();
geometry.refCount++;
/**
* Represents the vertex and fragment shaders that processes the geometry and runs on the GPU.
* Can be shared between multiple Mesh objects.
* @member {PIXI.Shader|PIXI.MeshMaterial}
*/
this.shader = shader;
/**
* Represents the WebGL state the Mesh required to render, excludes shader and geometry. E.g.,
* blend mode, culling, depth testing, direction of rendering triangles, backface, etc.
* @member {PIXI.State}
*/
this.state = state || State.for2d();
/**
* The way the Mesh should be drawn, can be any of the {@link PIXI.DRAW_MODES} constants.
*
* @member {number}
* @see PIXI.DRAW_MODES
*/
this.drawMode = drawMode;
/**
* Typically the index of the IndexBuffer where to start drawing.
* @member {number}
* @default 0
*/
this.start = 0;
const uniforms = { globals: this.renderer.globalUniforms };
this.shader = Shader.from(vertex, fragment, uniforms);
this.simpleShader = Shader.from(vertex, fragmentSimple, uniforms);
this.quad = new QuadUv();
/**
* The WebGL state in which this renderer will work.
*
* @member {PIXI.State}
* @readonly
*/
this.state = State.for2d();
}