GLDraw

Allows for utility type of drawing with GL, for drawing points, lines, sprites, etc. This maintains a drawing state of transforms and color, behaving more similarly to older style Push/Pop GL.

Constructor

new L3D.GLDraw()

Methods

createSurfaceShader(surfaceFunction, uniforms, macros)

A helper to create shaders when you only want to specify some basic shading.

Parameters
surfaceFunction String
uniforms *
macros *

drawCylinder(radius, height, segments)

Draws a cylinder

Parameters
radius *
height *
segments *

drawLines(lines, colors, strip, loop)

Draw lines given a set of points.

Parameters
lines *
colors *
strip *
loop *

drawMesh(mesh, primitive, shader, indices, rangeStart, rangeLength)

Draw the given mesh, applying the stack transformations

Parameters
mesh *
primitive *
shader *
indices *
rangeStart *
rangeLength *

drawPoints(points, colors, shader)

Draw points given a set of positions

Parameters
points *
colors *
shader *

drawPointsWithSize(points, colors, sizes, texture, shader)

Draw points with color, size, and texture

Parameters
points *
colors *
sizes *
texture *
shader *

drawRoundPoints(points, colors, shader)

Draw round points given a set of positions

Parameters
points *
colors *
shader *

reset(resetMemory)

Reset the stack

Parameters
resetMemory bool

setAlpha(alpha)

Sets the alpha used to draw primitives

Parameters
alpha number

setColor(color)

Set the color used to draw primitives

Parameters
color Array

setLineWidth(v)

Set the line width

Parameters
v number

setPointSize(v, perspective)

Set the point size

Parameters
v number
perspective bool

toGlobalMesh(buffers, indices)

Reuses a global mesh to avoid fragmenting the VRAM

Parameters
buffers *
indices *