AggregateUniformsBatchFactory
class AggregateUniformsBatchFactory extends StdBatchFactory
Factory for producing aggregate-uniforms batches. This is useful for shaders that must use uniforms.
Summary
Properties from AggregateUniformsBatchFactory
| Array<PIXI.DisplayObject> |
|
| number |
|
Methods from AggregateUniformsBatchFactory
| AggregateUniformsBatch |
|
| void |
|
| boolean |
Stores uniforms in the current batch, if possible. |
Properties inherited from StdBatchFactory
| object |
|
| number |
|
| number |
|
| string |
|
| number |
|
| Array<any> |
|
|
|
Methods inherited from StdBatchFactory
| Array<object> |
|
| void |
|
| boolean |
Puts the display-object into the current batch, if possible. |
| boolean |
|
| void |
Clears the batch pool. |
| number |
Size of the batch pool built since last reset. |
| any |
|
Public Properties
_batchBuffer: Array<PIXI.DisplayObject>
MAX_UNIFORMS: number
The max. uniforms until the batch is filled
Public Methods
_newBatch() → {AggregateUniformsBatch}
| Type | Description |
|---|---|
| AggregateUniformsBatch |
Protected Methods
protected _buildBatch(batch: AggregateUniformBatch) → {void}
| Name | Type | Description |
|---|---|---|
| batch | AggregateUniformBatch |
| Type | Description |
|---|---|
| void |
protected _put(displayObject: PIXI.DisplayObject) → {boolean}
Stores uniforms in the current batch, if possible.
If you want to override this, be sure to return beforehand if super._put returns
false:
_put(displayObject: DisplayObject): boolean
{
if (!super._put(displayObject))
{
return false;
}
// Your logic ...
}
| Name | Type | Description |
|---|---|---|
| displayObject | PIXI.DisplayObject |
| Type | Description |
|---|---|
| boolean |
Whether uniforms can be buffered |