@:value(0)staticANTIALIASING:Int = 0
@:value(false)staticSOFTWARE_DRIVER:Bool = false
staticinlinegetCurrent():Engine
autoResize:Bool
@:value(0xFF000000)backgroundColor:Null<Int> = 0xFF000000
debug:Bool
read onlydrawCalls:Int
read onlydrawTriangles:Int
read onlydriver:Driver
read onlyfps:Float
fullScreen:Bool
read onlyhardware:Bool
read onlyheight:Int
read onlymem:MemoryManager
@:value(false)read onlyready:Bool = false
read onlyshaderSwitches:Int
read onlywidth:Int
begin():Bool
clear(?color:Int, ?depth:Float, ?stencil:Int):Void
clearF(color:Vector, ?depth:Float, ?stencil:Int):Void
dispose():Void
@:value({ details : false })driverName(details:Bool = false):String
end():Void
getCurrentTarget():Null<Texture>
hasFeature(f:Feature):Bool
init():Void
dynamiconContextLost():Void
dynamiconReady():Void
dynamiconResized():Void
popTarget():Void
@:value({ mipLevel : 0, layer : 0 })pushTarget(tex:Texture, layer:Int = 0, mipLevel:Int = 0):Void
pushTargets(textures:Array<Texture>):Void
render(obj:{render:(engine:Engine) ‑> Void}):Bool
@:value({ drawTri : -1, startTri : 0 })renderIndexed(b:Buffer, indexes:Indexes, startTri:Int = 0, drawTri:Int = -1):Void
renderInstanced(buffers:BufferOffset, indexes:Indexes, commands:InstanceBuffer):Void
@:value({ drawTri : -1, startTri : 0 })renderMultiBuffers(buffers:BufferOffset, indexes:Indexes, startTri:Int = 0, drawTri:Int = -1):Void
@:value({ max : -1, start : 0 })inlinerenderQuadBuffer(b:Buffer, start:Int = 0, max:Int = -1):Void
@:value({ max : -1, start : 0 })inlinerenderTriBuffer(b:Buffer, start:Int = 0, max:Int = -1):Void
resize(width:Int, height:Int):Void
selectMaterial(pass:Pass):Void
selectShader(shader:RuntimeShader):Void
inlinesetCurrent():Void
setDriver(d:Driver):Void
@:value({ height : -1, width : -1, y : 0, x : 0 })setRenderZone(x:Int = 0, y:Int = 0, width:Int = -1, height:Int = -1):Void
Sets up a scissored zone to eliminate pixels outside the given range. Call with no parameters to reset to full viewport.
uploadShaderBuffers(buffers:Buffers, which:BufferKind):Void