new()
camera:Camera
computingStatic:Bool
cullingCollider:Collider
debugCulling:Bool
drawPass:PassObject
extraShaders:ShaderList
lightSystem:LightSystem
pbrLightPass:Pass
scene:Scene
shaderBuffers:Buffers
visibleFlag:Bool
wasContextLost:Bool
allocShaderList(s:Shader, ?next:ShaderList):ShaderList
done():Void
@:value({ index : 0 })@:access(h3d.mat.Pass)inlineemit(mat:Material, obj:Object, index:Int = 0):Void
emitLight(l:Light):Void
emitPass(pass:Pass, obj:Object):PassObject
getGlobal(name:String):Dynamic
inlinenextPass():Void
inlinesetGlobal(name:String, value:Dynamic):Void
setGlobalID(gid:Int, value:Dynamic):Void
start():Void
uploadParams():Void
elapsedTime:Float
engine:Engine
frame:Int
textures:TextureCache
time:Float
dispose():Void