AggregateUniformsBatchFactory

class AggregateUniformsBatchFactory extends StdBatchFactory

Factory for producing aggregate-uniforms batches. This is useful for shaders that must use uniforms.

Summary


Properties from AggregateUniformsBatchFactory

Methods from AggregateUniformsBatchFactory

Properties inherited from StdBatchFactory

Methods inherited from StdBatchFactory

Array<object>
access()
void
build(batch: number)
boolean
put(targetObject: PIXI.DisplayObject, state: PIXI.State)

Puts the display-object into the current batch, if possible.

boolean
ready()
void
reset()

Clears the batch pool.

number
size()

Size of the batch pool built since last reset.

any
protected _nextBatch(geometryOffset: number)

Public Properties


_batchBuffer StdBatchFactory.ts:27
_batchBuffer: Array<PIXI.DisplayObject>
MAX_UNIFORMS AggregateUniformsBatchFactory.ts:26
MAX_UNIFORMS: number

The max. uniforms until the batch is filled

Public Methods


_newBatch AggregateUniformsBatchFactory.ts:44
_newBatch() → {AggregateUniformsBatch}
Returns:
Type Description
AggregateUniformsBatch

Protected Methods


_buildBatch AggregateUniformsBatchFactory.ts:139
protected _buildBatch(batch: AggregateUniformBatch) → {void}
Parameters:
Name Type Description
batch AggregateUniformBatch
Returns:
Type Description
void
_put AggregateUniformsBatchFactory.ts:58
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 ...
}
Parameters:
Name Type Description
displayObject PIXI.DisplayObject
Returns:
Type Description
boolean

Whether uniforms can be buffered


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