Documentation ¶
Index ¶
Constants ¶
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const ( ShaderImageNum = 4 // PreservedUniformVariablesNum represents the number of preserved uniform variables. // Any shaders in Ebiten must have these uniform variables. PreservedUniformVariablesNum = 1 + 1 + 1 + 1 + 1 + 1 + 1 // the texture source region's size TextureDestinationSizeUniformVariableIndex = 0 TextureSourceSizesUniformVariableIndex = 1 TextureDestinationRegionOriginUniformVariableIndex = 2 TextureDestinationRegionSizeUniformVariableIndex = 3 TextureSourceOffsetsUniformVariableIndex = 4 TextureSourceRegionOriginUniformVariableIndex = 5 TextureSourceRegionSizeUniformVariableIndex = 6 )
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const ( IndicesNum = (1 << 16) / 3 * 3 // Adjust num for triangles. VertexFloatNum = 8 )
Variables ¶
This section is empty.
Functions ¶
func InternalImageSize ¶
InternalImageSize returns a nearest appropriate size as an internal image.
func LockAndResetVertices ¶ added in v2.2.0
func QuadIndices ¶
func QuadIndices() []uint16
func QuadVertices ¶
func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32) []float32
QuadVertices returns a float32 slice for a quadrangle. QuadVertices returns a slice that never overlaps with other slices returned this function, and users can do optimization based on this fact.
Types ¶
This section is empty.
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