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 |