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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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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 | 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 | CurveLinePoint |
| A node which immediately follows a bezier curve. More...
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class | MoveToPoint |
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class | QuadLinePoint |
| A node which immediately follows a quadratic curve. More...
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class | StraightLinePoint |
| A node which immediately follows a straight line. More...
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class | VectorLine |
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class | VectorPath |
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class | VectorPoint |
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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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