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interface | AtlasEntity |
| Any object that can be written to an atlas. More...
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class | AtlasLocation |
| Represents the location of an image on an atlas. More...
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class | AtlasStack |
| A stack of atlases. All graphics from all your UI's are grouped together into one of two stacks like this. More...
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class | TextureAtlas |
| Represents a texture atlas which is dynamically added to and modified. Must be used with an AtlasStack. It internally tracks which textures it has to prevent frequent rebuilds. By using a texture atlas like this, many drawcalls can be compressed to one. It also supports dynamic textures. These write directly to the atlas pixels. More...
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class | UVBlock |
| Represents a block of four UV coordinates. Commonly shared globally. More...
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class | CurveSampler |
| A curve sampler. Steps along a curve (along x, reading y) at regular values. X ranges from 0-1. More...
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class | MappedShapeSampler |
| Receives mapped points whilst sampling a shape. More...
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class | RasterVectorPath |
| A path that only consists of straight lines and moveTo nodes. More...
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class | VectorPath |
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class | StraightLinePoint |
| A node which immediately follows a straight line. More...
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class | VectorPoint |
| A node which immediately follows an arc line. This handles the rendering of the arc itself. More...
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class | BlockBuffer |
| A single buffer which holds a fixed number of blocks. Used whilst building a mesh. More...
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class | MeshDataBufferPool |
| Holds a global set of Vector3[] int[] etc arrays. They're always a constant length. More...
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class | DistanceSpread |
| Blaze has a unique way of rendering distance fields - the things used to display text. Because of how it works, it has an interesting side effect - you can vary the distance spread at a vertex level. This can be used for some awesome glow effects or even for some complex terrain heightmap generation. More...
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class | DrawingTexture |
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class | MeshBuffer |
| A pool of mesh buffers are used during GPU shape draws. They store generated meshes and display them to a TextureCamera. More...
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class | MoveFromPoint |
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class | MeshBufferExtruded |
| This generates an extruded path. More...
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class | TextureCamera |
| When Blaze is drawing graphics, it may spawn a camera to draw the image in 3D space. This in short means Blaze can use fully GPU accelerated drawing. More...
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class | TextureCameras |
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class | Gradient2D |
| Used to create and represent 2D gradients. More...
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class | Gradient3D |
| Used to create and represent 3D gradients. More...
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class | RenderedGradient |
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class | RenderedGradient32 |
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struct | DistanceCachePoint |
| A glyph vector is broken down into a series of points on its outline. These points are added to a grid - the distance cache - and used for fast distance testing during SDF rendering. More...
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class | DistanceCacheSquare |
| Each glyph is first broken down into nodes around it's edge (about 50 on average). These nodes are then added into a block of cells in a grid, aka distance cache squares, which they are "in range" of. Each output pixel then checks which of the nodes in the cell it's in is the nearest, and then bases its final colour from that. More...
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class | Scanner |
| Performs rasterisation scanning of glyphs/ vectors. More...
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class | ScannerPixel |
| Scanner pixels are used during the live raster process. These objects store information about intersects temporarily and are globally cached. More...
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class | ScannerScanLine |
| Represents a scan line across a glyph. Used during the raster process. Note that some lines may be empty. More...
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class | SubRaster |
| Represents a scanned vector. Essentially one of these is a midway point between the raw vector outline and a bitmap. It has the bonus of being extremely compact in memory yet extremely fast to produce the full bitmap from. More...
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struct | SubScanPixel |
| Represents a pixel in a scan line. We scan the vector for each row of pixels. Whenever our scanner intersects with the vector, we generate one of these pixels. So the overall count of these for a semi-rastered vector is tiny. More...
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class | CurveLinePoint |
| A node which immediately follows a bezier curve. More...
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class | QuadLinePoint |
| A node which immediately follows a quadratic curve. More...
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class | TriangulationVertex |
| An intermediate vertex which is used for rapid triangulation. More...
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class | Triangulator |
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class | ArcLinePoint |
| A node which immediately follows an arc. More...
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class | EllipseLinePoint |
| A node which immediately follows an ellipse. More...
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class | MoveToPoint |
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class | PathSegment |
| A segment of a path. Sometimes paths contain multiple distinctive sub-paths; these segments are used to represent those. (Blaze calls them contours). More...
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interface | PointReceiver |
| A point receiver is used when "walking" around a vector. Essentially it gets used while stepping around the edge of a vector and this receives the points sampled from the vector. More...
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interface | PointReceiverStepped |
| A point receiver is used when "walking" around a vector. Essentially it gets used while stepping around the edge of a vector and this receives the points sampled from the vector. The difference here is that it also receives a position value. More...
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class | VectorLine |
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class | VectorTransform |
| Used to transform one vector and, in the case of InfiniText, combine it with another. More...
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