Used to render to the screen using your Graphics Card, or whatever you kids are using in your crazy future computers. Whatever it is I'm sure it isn't fungible and everyone has free money and no-one has to ever work.
Access to the current render context's attributes. These will be used to set attributes in materials/shaders.
If true then we're currently rendering and you are safe to use the contents of this class
The current layer type. This is useful to tell whether you're meant to be drawing opaque, transparent or shadow. You mainly don't need to think about this, but when you do, it's here.
Get or set the current render target. Setting this will bind the render target and change the viewport to match it.
Draw a screen space quad using the passed material. Your material should be using a screenspace shader so it will actually render to the screen and not in worldspace at 0,0,0
Clear the current drawing context to given color.
Clear the current drawing context to given color.
Draw a bunch of vertices
Draw a bunch of vertices
Draw a bunch of vertices
Calls DrawText with "Material Icons" font. You can get a list of icons herehttps://fonts.google.com/icons?selected=Material+Icons
Draw a quad in screenspace
Draw a rounded rectangle, with optional border, in Material.UI.Box
Draws a text quad in screenspace using the Material.UI.Text material.
Draws a text quad in screenspace using the Material.UI.Text material.
Generate the mip maps for this texture. Obviously the texture needs to support mip maps.
Grabs the current depth texture and stores it in 'targetName' on ''renderAttributes'
TODO Painday: Remove
Grabs the current viewport's color texture and stores it in 'targetName' on ''renderAttributes'
TODO Painday: Remove
Measure how big some text will be, without having to render it
Render a SceneObject
Render this camera to the specified texture target
Setup the lighting attributes for this current object. Place them in the targetAttributes
Which method to use when downsampling a texture