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Constants ¶
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const RenderSystemPriority = -1000
RenderSystemPriority is the priority of the render system. This makes sure rendering happens after all other systems in the update
Variables ¶
This section is empty.
Functions ¶
This section is empty.
Types ¶
type RenderComponent ¶
type RenderComponent struct { // Hidden is used to prevent drawing by OpenGL Hidden bool // Scale is the scale at which to render, in the X and Y axis. Not defining Scale, will default to engo.Point{1, 1} Scale engo.Point // Color defines how much of the color-components of the texture get used Color color.Color // Drawable refers to the Texture that should be drawn // Drawable Drawable // ZIndex is the drawing order for the entities Zindex int }
RenderComponent is the component used by the RenderSystem
type RenderSystem ¶
type RenderSystem struct {
// contains filtered or unexported fields
}
func (*RenderSystem) Cleanup ¶
func (r *RenderSystem) Cleanup()
Cleanup cleans up all the vulkan memory used by the VulkanRenderSystem.
func (*RenderSystem) New ¶
func (r *RenderSystem) New(w *ecs.World)
func (*RenderSystem) Remove ¶
func (r *RenderSystem) Remove(e ecs.BasicEntity)
func (*RenderSystem) Update ¶
func (r *RenderSystem) Update(dt float32)
type Texture ¶
type Texture struct {
// contains filtered or unexported fields
}
func (*Texture) DestroyImage ¶
type TextureResource ¶
type TextureResource struct { Texture *Texture // contains filtered or unexported fields }
func NewTextureResource ¶
func NewTextureResource(img image.Image, url string) TextureResource
func (TextureResource) URL ¶
func (t TextureResource) URL() string
type UniformBufferObject ¶
type UniformBufferObject struct {
// contains filtered or unexported fields
}
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