Blaze Namespace Reference

Classes

interface  AtlasEntity
 Any object that can be written to an atlas. More...
 
class  AtlasLocation
 Represents the location of an image on an atlas. More...
 
class  AtlasStack
 A stack of atlases. All graphics from all your UI's are grouped together into one of two stacks like this. More...
 
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...
 
class  UVBlock
 Represents a block of four UV coordinates. Commonly shared globally. More...
 
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...
 
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...
 
class  Scanner
 Performs rasterisation scanning of glyphs/ vectors. More...
 
class  ScannerPixel
 Scanner pixels are used during the live raster process. These objects store information about intersects temporarily and are globally cached. More...
 
class  ScannerScanLine
 Represents a scan line across a glyph. Used during the raster process. Note that some lines may be empty. More...
 
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...
 
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...
 
class  TriangulationVertex
 An intermediate vertex which is used for rapid triangulation. More...
 
class  Triangulator
 
class  ArcLinePoint
 A node which immediately follows an arc. More...
 
class  CurveLinePoint
 A node which immediately follows a bezier curve. More...
 
class  MoveToPoint
 
class  QuadLinePoint
 A node which immediately follows a quadratic curve. More...
 
class  StraightLinePoint
 A node which immediately follows a straight line. More...
 
class  VectorLine
 
class  VectorPath
 
class  VectorPoint
 
class  VectorTransform
 Used to transform one vector and, in the case of InfiniText, combine it with another. More...