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@aidinabedi/playcanvas

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PlayCanvas WebGL game engine

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<!doctype html> <html lang="en"> <head> <title>pc | PlayCanvas API Reference</title> <meta name="viewport" content="width=device-width, initial-scale=1.0"> <link rel="icon" type="image/png" href="images/playcanvas-favicon.png"> <link href="styles/styles.css" rel="stylesheet"> <link href="styles/playcanvas-theme.css" rel="stylesheet"> <script src="scripts/interface.js"></script> <script src="scripts/highlight.min.js"></script> <script>hljs.initHighlightingOnLoad();</script> </head> <body> <header> <nav class="header-width"> <a href="/" class="header-title"><img src="images/playcanvas-manual.png"></a> <ul class="header-menu"> <li class="user-manual"><a href="https://developer.playcanvas.com/en/user-manual/">User Manual</a></li> <li class="tutorials"><a href="https://developer.playcanvas.com/en/tutorials">Tutorials</a></li> <li class="forum"><a href="https://forum.playcanvas.com/" target="_blank">Forum</a></li> <li class="api active"><a href="/api/">API Reference</a></li> </ul> </nav> <div class="header-content header-page header-width"> <h1><span class="font-icon">&#58195;</span>API Reference</h1> <input id="search" class="search" type="text" placeholder="Search"></input> </div> </header> <div class="container content-width"> <nav class="sidebar"> <div class="sidebarFilter"> <input id="filter-input" type="text" placeholder="Filter"> </div> <ul> <li id="nav-pc"><a href="pc.html">pc</a></li> <li id="nav-pc.callbacks"><a href="pc.callbacks.html">pc.callbacks</a></li> <li id="nav-pc.guid"><a href="pc.guid.html">pc.guid</a></li> <li id="nav-pc.math"><a href="pc.math.html">pc.math</a></li> <li id="nav-pc.path"><a href="pc.path.html">pc.path</a></li> <li id="nav-pc.platform"><a href="pc.platform.html">pc.platform</a></li> <li id="nav-pc.script"><a href="pc.script.html">pc.script</a></li> <li id="nav-pc.string"><a href="pc.string.html">pc.string</a></li> <li id="nav-pc.Animation"><a href="pc.Animation.html">Animation</a></li> <li id="nav-pc.AnimationComponent"><a href="pc.AnimationComponent.html">AnimationComponent</a></li> <li id="nav-pc.AnimationComponentSystem"><a href="pc.AnimationComponentSystem.html">AnimationComponentSystem</a></li> <li id="nav-pc.AnimationHandler"><a href="pc.AnimationHandler.html">AnimationHandler</a></li> <li id="nav-pc.AnimCache"><a href="pc.AnimCache.html">AnimCache</a></li> <li id="nav-pc.AnimClip"><a href="pc.AnimClip.html">AnimClip</a></li> <li id="nav-pc.AnimController"><a href="pc.AnimController.html">AnimController</a></li> <li id="nav-pc.AnimCurve"><a href="pc.AnimCurve.html">AnimCurve</a></li> <li id="nav-pc.AnimData"><a href="pc.AnimData.html">AnimData</a></li> <li id="nav-pc.AnimSnapshot"><a href="pc.AnimSnapshot.html">AnimSnapshot</a></li> <li id="nav-pc.AnimTarget"><a href="pc.AnimTarget.html">AnimTarget</a></li> <li id="nav-pc.AnimTrack"><a href="pc.AnimTrack.html">AnimTrack</a></li> <li id="nav-pc.Application"><a href="pc.Application.html">Application</a></li> <li id="nav-pc.Asset"><a href="pc.Asset.html">Asset</a></li> <li id="nav-pc.AssetReference"><a href="pc.AssetReference.html">AssetReference</a></li> <li id="nav-pc.AssetRegistry"><a href="pc.AssetRegistry.html">AssetRegistry</a></li> <li id="nav-pc.AudioHandler"><a href="pc.AudioHandler.html">AudioHandler</a></li> <li id="nav-pc.AudioListenerComponent"><a href="pc.AudioListenerComponent.html">AudioListenerComponent</a></li> <li id="nav-pc.AudioListenerComponentSystem"><a href="pc.AudioListenerComponentSystem.html">AudioListenerComponentSystem</a></li> <li id="nav-pc.BasicMaterial"><a href="pc.BasicMaterial.html">BasicMaterial</a></li> <li id="nav-pc.Batch"><a href="pc.Batch.html">Batch</a></li> <li id="nav-pc.BatchGroup"><a href="pc.BatchGroup.html">BatchGroup</a></li> <li id="nav-pc.BatchManager"><a href="pc.BatchManager.html">BatchManager</a></li> <li id="nav-pc.BoundingBox"><a href="pc.BoundingBox.html">BoundingBox</a></li> <li id="nav-pc.BoundingSphere"><a href="pc.BoundingSphere.html">BoundingSphere</a></li> <li id="nav-pc.ButtonComponent"><a href="pc.ButtonComponent.html">ButtonComponent</a></li> <li id="nav-pc.ButtonComponentSystem"><a href="pc.ButtonComponentSystem.html">ButtonComponentSystem</a></li> <li id="nav-pc.CameraComponent"><a href="pc.CameraComponent.html">CameraComponent</a></li> <li id="nav-pc.CameraComponentSystem"><a href="pc.CameraComponentSystem.html">CameraComponentSystem</a></li> <li id="nav-pc.CollisionComponent"><a href="pc.CollisionComponent.html">CollisionComponent</a></li> <li id="nav-pc.CollisionComponentSystem"><a href="pc.CollisionComponentSystem.html">CollisionComponentSystem</a></li> <li id="nav-pc.Color"><a href="pc.Color.html">Color</a></li> <li id="nav-pc.Component"><a href="pc.Component.html">Component</a></li> <li id="nav-pc.ComponentSystem"><a href="pc.ComponentSystem.html">ComponentSystem</a></li> <li id="nav-pc.ComponentSystemRegistry"><a href="pc.ComponentSystemRegistry.html">ComponentSystemRegistry</a></li> <li id="nav-pc.ContactPoint"><a href="pc.ContactPoint.html">ContactPoint</a></li> <li id="nav-pc.ContactResult"><a href="pc.ContactResult.html">ContactResult</a></li> <li id="nav-pc.ContainerHandler"><a href="pc.ContainerHandler.html">ContainerHandler</a></li> <li id="nav-pc.ContainerResource"><a href="pc.ContainerResource.html">ContainerResource</a></li> <li id="nav-pc.Controller"><a href="pc.Controller.html">Controller</a></li> <li id="nav-pc.CubemapHandler"><a href="pc.CubemapHandler.html">CubemapHandler</a></li> <li id="nav-pc.Curve"><a href="pc.Curve.html">Curve</a></li> <li id="nav-pc.CurveSet"><a href="pc.CurveSet.html">CurveSet</a></li> <li id="nav-pc.ElementComponent"><a href="pc.ElementComponent.html">ElementComponent</a></li> <li id="nav-pc.ElementComponentSystem"><a href="pc.ElementComponentSystem.html">ElementComponentSystem</a></li> <li id="nav-pc.ElementDragHelper"><a href="pc.ElementDragHelper.html">ElementDragHelper</a></li> <li id="nav-pc.ElementInput"><a href="pc.ElementInput.html">ElementInput</a></li> <li id="nav-pc.ElementInputEvent"><a href="pc.ElementInputEvent.html">ElementInputEvent</a></li> <li id="nav-pc.ElementMouseEvent"><a href="pc.ElementMouseEvent.html">ElementMouseEvent</a></li> <li id="nav-pc.ElementTouchEvent"><a href="pc.ElementTouchEvent.html">ElementTouchEvent</a></li> <li id="nav-pc.Entity"><a href="pc.Entity.html">Entity</a></li> <li id="nav-pc.EventHandler"><a href="pc.EventHandler.html">EventHandler</a></li> <li id="nav-pc.Font"><a href="pc.Font.html">Font</a></li> <li id="nav-pc.FontHandler"><a href="pc.FontHandler.html">FontHandler</a></li> <li id="nav-pc.ForwardRenderer"><a href="pc.ForwardRenderer.html">ForwardRenderer</a></li> <li id="nav-pc.Frustum"><a href="pc.Frustum.html">Frustum</a></li> <li id="nav-pc.GamePads"><a href="pc.GamePads.html">GamePads</a></li> <li id="nav-pc.GraphicsDevice"><a href="pc.GraphicsDevice.html">GraphicsDevice</a></li> <li id="nav-pc.GraphNode"><a href="pc.GraphNode.html">GraphNode</a></li> <li id="nav-pc.Http"><a href="pc.Http.html">Http</a></li> <li id="nav-pc.I18n"><a href="pc.I18n.html">I18n</a></li> <li id="nav-pc.IndexBuffer"><a href="pc.IndexBuffer.html">IndexBuffer</a></li> <li id="nav-pc.Keyboard"><a href="pc.Keyboard.html">Keyboard</a></li> <li id="nav-pc.KeyboardEvent"><a href="pc.KeyboardEvent.html">KeyboardEvent</a></li> <li id="nav-pc.Layer"><a href="pc.Layer.html">Layer</a></li> <li id="nav-pc.LayerComposition"><a href="pc.LayerComposition.html">LayerComposition</a></li> <li id="nav-pc.LayoutChildComponent"><a href="pc.LayoutChildComponent.html">LayoutChildComponent</a></li> <li id="nav-pc.LayoutChildComponentSystem"><a href="pc.LayoutChildComponentSystem.html">LayoutChildComponentSystem</a></li> <li id="nav-pc.LayoutGroupComponent"><a href="pc.LayoutGroupComponent.html">LayoutGroupComponent</a></li> <li id="nav-pc.LayoutGroupComponentSystem"><a href="pc.LayoutGroupComponentSystem.html">LayoutGroupComponentSystem</a></li> <li id="nav-pc.LightComponent"><a href="pc.LightComponent.html">LightComponent</a></li> <li id="nav-pc.LightComponentSystem"><a href="pc.LightComponentSystem.html">LightComponentSystem</a></li> <li id="nav-pc.Lightmapper"><a href="pc.Lightmapper.html">Lightmapper</a></li> <li id="nav-pc.Mat3"><a href="pc.Mat3.html">Mat3</a></li> <li id="nav-pc.Mat4"><a href="pc.Mat4.html">Mat4</a></li> <li id="nav-pc.Material"><a href="pc.Material.html">Material</a></li> <li id="nav-pc.MaterialHandler"><a href="pc.MaterialHandler.html">MaterialHandler</a></li> <li id="nav-pc.Mesh"><a href="pc.Mesh.html">Mesh</a></li> <li id="nav-pc.MeshInstance"><a href="pc.MeshInstance.html">MeshInstance</a></li> <li id="nav-pc.Model"><a href="pc.Model.html">Model</a></li> <li id="nav-pc.ModelComponent"><a href="pc.ModelComponent.html">ModelComponent</a></li> <li id="nav-pc.ModelComponentSystem"><a href="pc.ModelComponentSystem.html">ModelComponentSystem</a></li> <li id="nav-pc.ModelHandler"><a href="pc.ModelHandler.html">ModelHandler</a></li> <li id="nav-pc.Morph"><a href="pc.Morph.html">Morph</a></li> <li id="nav-pc.MorphInstance"><a href="pc.MorphInstance.html">MorphInstance</a></li> <li id="nav-pc.MorphTarget"><a href="pc.MorphTarget.html">MorphTarget</a></li> <li id="nav-pc.Mouse"><a href="pc.Mouse.html">Mouse</a></li> <li id="nav-pc.MouseEvent"><a href="pc.MouseEvent.html">MouseEvent</a></li> <li id="nav-pc.Node"><a href="pc.Node.html">Node</a></li> <li id="nav-pc.OrientedBox"><a href="pc.OrientedBox.html">OrientedBox</a></li> <li id="nav-pc.ParticleSystemComponent"><a href="pc.ParticleSystemComponent.html">ParticleSystemComponent</a></li> <li id="nav-pc.ParticleSystemComponentSystem"><a href="pc.ParticleSystemComponentSystem.html">ParticleSystemComponentSystem</a></li> <li id="nav-pc.Picker"><a href="pc.Picker.html">Picker</a></li> <li id="nav-pc.PostEffect"><a href="pc.PostEffect.html">PostEffect</a></li> <li id="nav-pc.PostEffectQueue"><a href="pc.PostEffectQueue.html">PostEffectQueue</a></li> <li id="nav-pc.Quat"><a href="pc.Quat.html">Quat</a></li> <li id="nav-pc.Ray"><a href="pc.Ray.html">Ray</a></li> <li id="nav-pc.RaycastResult"><a href="pc.RaycastResult.html">RaycastResult</a></li> <li id="nav-pc.RenderTarget"><a href="pc.RenderTarget.html">RenderTarget</a></li> <li id="nav-pc.ResourceHandler"><a href="pc.ResourceHandler.html">ResourceHandler</a></li> <li id="nav-pc.ResourceLoader"><a href="pc.ResourceLoader.html">ResourceLoader</a></li> <li id="nav-pc.RigidBodyComponent"><a href="pc.RigidBodyComponent.html">RigidBodyComponent</a></li> <li id="nav-pc.RigidBodyComponentSystem"><a href="pc.RigidBodyComponentSystem.html">RigidBodyComponentSystem</a></li> <li id="nav-pc.Scene"><a href="pc.Scene.html">Scene</a></li> <li id="nav-pc.SceneHandler"><a href="pc.SceneHandler.html">SceneHandler</a></li> <li id="nav-pc.ScopeId"><a href="pc.ScopeId.html">ScopeId</a></li> <li id="nav-pc.ScopeSpace"><a href="pc.ScopeSpace.html">ScopeSpace</a></li> <li id="nav-pc.ScreenComponent"><a href="pc.ScreenComponent.html">ScreenComponent</a></li> <li id="nav-pc.ScreenComponentSystem"><a href="pc.ScreenComponentSystem.html">ScreenComponentSystem</a></li> <li id="nav-pc.ScriptAttributes"><a href="pc.ScriptAttributes.html">ScriptAttributes</a></li> <li id="nav-pc.ScriptComponent"><a href="pc.ScriptComponent.html">ScriptComponent</a></li> <li id="nav-pc.ScriptComponentSystem"><a href="pc.ScriptComponentSystem.html">ScriptComponentSystem</a></li> <li id="nav-pc.ScriptHandler"><a href="pc.ScriptHandler.html">ScriptHandler</a></li> <li id="nav-pc.ScriptRegistry"><a href="pc.ScriptRegistry.html">ScriptRegistry</a></li> <li id="nav-pc.ScriptType"><a href="pc.ScriptType.html">ScriptType</a></li> <li id="nav-pc.ScrollbarComponent"><a href="pc.ScrollbarComponent.html">ScrollbarComponent</a></li> <li id="nav-pc.ScrollbarComponentSystem"><a href="pc.ScrollbarComponentSystem.html">ScrollbarComponentSystem</a></li> <li id="nav-pc.ScrollViewComponent"><a href="pc.ScrollViewComponent.html">ScrollViewComponent</a></li> <li id="nav-pc.ScrollViewComponentSystem"><a href="pc.ScrollViewComponentSystem.html">ScrollViewComponentSystem</a></li> <li id="nav-pc.Shader"><a href="pc.Shader.html">Shader</a></li> <li id="nav-pc.SingleContactResult"><a href="pc.SingleContactResult.html">SingleContactResult</a></li> <li id="nav-pc.Skeleton"><a href="pc.Skeleton.html">Skeleton</a></li> <li id="nav-pc.Skin"><a href="pc.Skin.html">Skin</a></li> <li id="nav-pc.SkinInstance"><a href="pc.SkinInstance.html">SkinInstance</a></li> <li id="nav-pc.Sound"><a href="pc.Sound.html">Sound</a></li> <li id="nav-pc.SoundComponent"><a href="pc.SoundComponent.html">SoundComponent</a></li> <li id="nav-pc.SoundComponentSystem"><a href="pc.SoundComponentSystem.html">SoundComponentSystem</a></li> <li id="nav-pc.SoundInstance"><a href="pc.SoundInstance.html">SoundInstance</a></li> <li id="nav-pc.SoundInstance3d"><a href="pc.SoundInstance3d.html">SoundInstance3d</a></li> <li id="nav-pc.SoundManager"><a href="pc.SoundManager.html">SoundManager</a></li> <li id="nav-pc.SoundSlot"><a href="pc.SoundSlot.html">SoundSlot</a></li> <li id="nav-pc.Sprite"><a href="pc.Sprite.html">Sprite</a></li> <li id="nav-pc.SpriteAnimationClip"><a href="pc.SpriteAnimationClip.html">SpriteAnimationClip</a></li> <li id="nav-pc.SpriteComponent"><a href="pc.SpriteComponent.html">SpriteComponent</a></li> <li id="nav-pc.SpriteComponentSystem"><a href="pc.SpriteComponentSystem.html">SpriteComponentSystem</a></li> <li id="nav-pc.SpriteHandler"><a href="pc.SpriteHandler.html">SpriteHandler</a></li> <li id="nav-pc.StandardMaterial"><a href="pc.StandardMaterial.html">StandardMaterial</a></li> <li id="nav-pc.StencilParameters"><a href="pc.StencilParameters.html">StencilParameters</a></li> <li id="nav-pc.Tags"><a href="pc.Tags.html">Tags</a></li> <li id="nav-pc.Texture"><a href="pc.Texture.html">Texture</a></li> <li id="nav-pc.TextureAtlas"><a href="pc.TextureAtlas.html">TextureAtlas</a></li> <li id="nav-pc.TextureAtlasHandler"><a href="pc.TextureAtlasHandler.html">TextureAtlasHandler</a></li> <li id="nav-pc.TextureHandler"><a href="pc.TextureHandler.html">TextureHandler</a></li> <li id="nav-pc.Touch"><a href="pc.Touch.html">Touch</a></li> <li id="nav-pc.TouchDevice"><a href="pc.TouchDevice.html">TouchDevice</a></li> <li id="nav-pc.TouchEvent"><a href="pc.TouchEvent.html">TouchEvent</a></li> <li id="nav-pc.TransformFeedback"><a href="pc.TransformFeedback.html">TransformFeedback</a></li> <li id="nav-pc.Vec2"><a href="pc.Vec2.html">Vec2</a></li> <li id="nav-pc.Vec3"><a href="pc.Vec3.html">Vec3</a></li> <li id="nav-pc.Vec4"><a href="pc.Vec4.html">Vec4</a></li> <li id="nav-pc.VertexAttributeDescription"><a href="pc.VertexAttributeDescription.html">VertexAttributeDescription</a></li> <li id="nav-pc.VertexAttributeElement"><a href="pc.VertexAttributeElement.html">VertexAttributeElement</a></li> <li id="nav-pc.VertexBuffer"><a href="pc.VertexBuffer.html">VertexBuffer</a></li> <li id="nav-pc.VertexFormat"><a href="pc.VertexFormat.html">VertexFormat</a></li> <li id="nav-pc.VertexIterator"><a href="pc.VertexIterator.html">VertexIterator</a></li> <li id="nav-pc.VertexIteratorAccessor"><a href="pc.VertexIteratorAccessor.html">VertexIteratorAccessor</a></li> <li id="nav-pc.XrInput"><a href="pc.XrInput.html">XrInput</a></li> <li id="nav-pc.XrInputSource"><a href="pc.XrInputSource.html">XrInputSource</a></li> <li id="nav-pc.XrManager"><a href="pc.XrManager.html">XrManager</a></li> </ul> </nav> <div class='sidebarToggle'><span></span>Class List</div> <main class="cls"> <h1>pc</h1> <p></p> <p><p>Root namespace for the PlayCanvas Engine.</p></p> <!-- summary --> <h1>Summary</h1> <!--type definitions--> <!--static properties--> <h3>Static Properties</h3> <table class="properties"> <tr> <td><a href="#ADDRESS_CLAMP_TO_EDGE">ADDRESS_CLAMP_TO_EDGE</a></td><td><p>Clamps texture coordinate to the range 0 to 1.</td> </tr> <tr> <td><a href="#ADDRESS_MIRRORED_REPEAT">ADDRESS_MIRRORED_REPEAT</a></td><td><p>Texture coordinate to be set to the fractional part if the integer part is even; if the integer part is odd, then the texture coordinate is set to 1 minus the fractional part.</td> </tr> <tr> <td><a href="#ADDRESS_REPEAT">ADDRESS_REPEAT</a></td><td><p>Ignores the integer part of texture coordinates, using only the fractional part.</td> </tr> <tr> <td><a href="#ASPECT_AUTO">ASPECT_AUTO</a></td><td><p>Automatically set aspect ratio to current render target's width divided by height.</td> </tr> <tr> <td><a href="#ASPECT_MANUAL">ASPECT_MANUAL</a></td><td><p>Use the manual aspect ratio value.</td> </tr> <tr> <td><a href="#ASSET_ANIMATION">ASSET_ANIMATION</a></td><td><p>Asset type name for animation.</td> </tr> <tr> <td><a href="#ASSET_AUDIO">ASSET_AUDIO</a></td><td><p>Asset type name for audio.</td> </tr> <tr> <td><a href="#ASSET_CSS">ASSET_CSS</a></td><td><p>Asset type name for CSS.</td> </tr> <tr> <td><a href="#ASSET_CUBEMAP">ASSET_CUBEMAP</a></td><td><p>Asset type name for cubemap.</td> </tr> <tr> <td><a href="#ASSET_HTML">ASSET_HTML</a></td><td><p>Asset type name for HTML.</td> </tr> <tr> <td><a href="#ASSET_IMAGE">ASSET_IMAGE</a></td><td><p>Asset type name for image.</td> </tr> <tr> <td><a href="#ASSET_JSON">ASSET_JSON</a></td><td><p>Asset type name for json.</td> </tr> <tr> <td><a href="#ASSET_MATERIAL">ASSET_MATERIAL</a></td><td><p>Asset type name for material.</td> </tr> <tr> <td><a href="#ASSET_MODEL">ASSET_MODEL</a></td><td><p>Asset type name for model.</td> </tr> <tr> <td><a href="#ASSET_SCRIPT">ASSET_SCRIPT</a></td><td><p>Asset type name for script.</td> </tr> <tr> <td><a href="#ASSET_SHADER">ASSET_SHADER</a></td><td><p>Asset type name for shader.</td> </tr> <tr> <td><a href="#ASSET_TEXT">ASSET_TEXT</a></td><td><p>Asset type name for text.</td> </tr> <tr> <td><a href="#ASSET_TEXTURE">ASSET_TEXTURE</a></td><td><p>Asset type name for texture.</td> </tr> <tr> <td><a href="#BAKE_COLOR">BAKE_COLOR</a></td><td><p>Single color lightmap.</td> </tr> <tr> <td><a href="#BAKE_COLORDIR">BAKE_COLORDIR</a></td><td><p>Single color lightmap + dominant light direction (used for bump/specular).</td> </tr> <tr> <td><a href="#BLENDEQUATION_ADD">BLENDEQUATION_ADD</a></td><td><p>Add the results of the source and destination fragment multiplies.</td> </tr> <tr> <td><a href="#BLENDEQUATION_MAX">BLENDEQUATION_MAX</a></td><td><p>Use the largest value.</td> </tr> <tr> <td><a href="#BLENDEQUATION_MIN">BLENDEQUATION_MIN</a></td><td><p>Use the smallest value.</td> </tr> <tr> <td><a href="#BLENDEQUATION_REVERSE_SUBTRACT">BLENDEQUATION_REVERSE_SUBTRACT</a></td><td><p>Reverse and subtract the results of the source and destination fragment multiplies.</td> </tr> <tr> <td><a href="#BLENDEQUATION_SUBTRACT">BLENDEQUATION_SUBTRACT</a></td><td><p>Subtract the results of the source and destination fragment multiplies.</td> </tr> <tr> <td><a href="#BLENDMODE_DST_ALPHA">BLENDMODE_DST_ALPHA</a></td><td><p>Multiply all fragment components by the alpha value of the destination fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_DST_COLOR">BLENDMODE_DST_COLOR</a></td><td><p>Multiply all fragment components by the components of the destination fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_ONE">BLENDMODE_ONE</a></td><td><p>Multiply all fragment components by one.</td> </tr> <tr> <td><a href="#BLENDMODE_ONE_MINUS_DST_ALPHA">BLENDMODE_ONE_MINUS_DST_ALPHA</a></td><td><p>Multiply all fragment components by one minus the alpha value of the destination fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_ONE_MINUS_DST_COLOR">BLENDMODE_ONE_MINUS_DST_COLOR</a></td><td><p>Multiply all fragment components by one minus the components of the destination fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_ONE_MINUS_SRC_ALPHA">BLENDMODE_ONE_MINUS_SRC_ALPHA</a></td><td><p>Multiply all fragment components by one minus the alpha value of the source fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_ONE_MINUS_SRC_COLOR">BLENDMODE_ONE_MINUS_SRC_COLOR</a></td><td><p>Multiply all fragment components by one minus the components of the source fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_SRC_ALPHA">BLENDMODE_SRC_ALPHA</a></td><td><p>Multiply all fragment components by the alpha value of the source fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_SRC_ALPHA_SATURATE">BLENDMODE_SRC_ALPHA_SATURATE</a></td><td><p>Multiply all fragment components by the alpha value of the source fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_SRC_COLOR">BLENDMODE_SRC_COLOR</a></td><td><p>Multiply all fragment components by the components of the source fragment.</td> </tr> <tr> <td><a href="#BLENDMODE_ZERO">BLENDMODE_ZERO</a></td><td><p>Multiply all fragment components by zero.</td> </tr> <tr> <td><a href="#BLEND_ADDITIVE">BLEND_ADDITIVE</a></td><td><p>Add the color of the source fragment to the destination fragment and write the result to the frame buffer.</td> </tr> <tr> <td><a href="#BLEND_ADDITIVEALPHA">BLEND_ADDITIVEALPHA</a></td><td><p>Same as pc.</td> </tr> <tr> <td><a href="#BLEND_MAX">BLEND_MAX</a></td><td><p>Maximum color.</td> </tr> <tr> <td><a href="#BLEND_MIN">BLEND_MIN</a></td><td><p>Minimum color.</td> </tr> <tr> <td><a href="#BLEND_MULTIPLICATIVE">BLEND_MULTIPLICATIVE</a></td><td><p>Multiply the color of the source fragment by the color of the destination fragment and write the result to the frame buffer.</td> </tr> <tr> <td><a href="#BLEND_MULTIPLICATIVE2X">BLEND_MULTIPLICATIVE2X</a></td><td><p>Multiplies colors and doubles the result.</td> </tr> <tr> <td><a href="#BLEND_NONE">BLEND_NONE</a></td><td><p>Disable blending.</td> </tr> <tr> <td><a href="#BLEND_NORMAL">BLEND_NORMAL</a></td><td><p>Enable simple translucency for materials such as glass.</td> </tr> <tr> <td><a href="#BLEND_PREMULTIPLIED">BLEND_PREMULTIPLIED</a></td><td><p>Similar to pc.</td> </tr> <tr> <td><a href="#BLEND_SCREEN">BLEND_SCREEN</a></td><td><p>Softer version of additive.</td> </tr> <tr> <td><a href="#BLEND_SUBTRACTIVE">BLEND_SUBTRACTIVE</a></td><td><p>Subtract the color of the source fragment from the destination fragment and write the result to the frame buffer.</td> </tr> <tr> <td><a href="#BLUR_BOX">BLUR_BOX</a></td><td><p>Box filter.</td> </tr> <tr> <td><a href="#BLUR_GAUSSIAN">BLUR_GAUSSIAN</a></td><td><p>Gaussian filter.</td> </tr> <tr> <td><a href="#BODYTYPE_DYNAMIC">BODYTYPE_DYNAMIC</a></td><td><p>Rigid body is simulated according to applied forces.</td> </tr> <tr> <td><a href="#BODYTYPE_KINEMATIC">BODYTYPE_KINEMATIC</a></td><td><p>Rigid body has infinite mass and does not respond to forces but can still be moved by setting their velocity or position.</td> </tr> <tr> <td><a href="#BODYTYPE_STATIC">BODYTYPE_STATIC</a></td><td><p>Rigid body has infinite mass and cannot move.</td> </tr> <tr> <td><a href="#BUFFER_DYNAMIC">BUFFER_DYNAMIC</a></td><td><p>The data store contents will be modified repeatedly and used many times.</td> </tr> <tr> <td><a href="#BUFFER_GPUDYNAMIC">BUFFER_GPUDYNAMIC</a></td><td><p>The data store contents will be modified repeatedly on the GPU and used many times.</td> </tr> <tr> <td><a href="#BUFFER_STATIC">BUFFER_STATIC</a></td><td><p>The data store contents will be modified once and used many times.</td> </tr> <tr> <td><a href="#BUFFER_STREAM">BUFFER_STREAM</a></td><td><p>The data store contents will be modified once and used at most a few times.</td> </tr> <tr> <td><a href="#BUTTON_TRANSITION_MODE_SPRITE_CHANGE">BUTTON_TRANSITION_MODE_SPRITE_CHANGE</a></td><td><p>Specifies different sprites for the hover, pressed and inactive states.</td> </tr> <tr> <td><a href="#BUTTON_TRANSITION_MODE_TINT">BUTTON_TRANSITION_MODE_TINT</a></td><td><p>Specifies different color tints for the hover, pressed and inactive states.</td> </tr> <tr> <td><a href="#CLEARFLAG_COLOR">CLEARFLAG_COLOR</a></td><td><p>Clear the color buffer.</td> </tr> <tr> <td><a href="#CLEARFLAG_DEPTH">CLEARFLAG_DEPTH</a></td><td><p>Clear the depth buffer.</td> </tr> <tr> <td><a href="#CLEARFLAG_STENCIL">CLEARFLAG_STENCIL</a></td><td><p>Clear the stencil buffer.</td> </tr> <tr> <td><a href="#CUBEFACE_NEGX">CUBEFACE_NEGX</a></td><td><p>The negative X face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEFACE_NEGY">CUBEFACE_NEGY</a></td><td><p>The negative Y face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEFACE_NEGZ">CUBEFACE_NEGZ</a></td><td><p>The negative Z face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEFACE_POSX">CUBEFACE_POSX</a></td><td><p>The positive X face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEFACE_POSY">CUBEFACE_POSY</a></td><td><p>The positive Y face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEFACE_POSZ">CUBEFACE_POSZ</a></td><td><p>The positive Z face of a cubemap.</td> </tr> <tr> <td><a href="#CUBEPROJ_BOX">CUBEPROJ_BOX</a></td><td><p>The cube map is box-projected based on a world space axis-aligned bounding box.</td> </tr> <tr> <td><a href="#CUBEPROJ_NONE">CUBEPROJ_NONE</a></td><td><p>The cube map is treated as if it is infinitely far away.</td> </tr> <tr> <td><a href="#CULLFACE_BACK">CULLFACE_BACK</a></td><td><p>Triangles facing away from the view direction are culled.</td> </tr> <tr> <td><a href="#CULLFACE_FRONT">CULLFACE_FRONT</a></td><td><p>Triangles facing the view direction are culled.</td> </tr> <tr> <td><a href="#CULLFACE_FRONTANDBACK">CULLFACE_FRONTANDBACK</a></td><td><p>Triangles are culled regardless of their orientation with respect to the view direction.</td> </tr> <tr> <td><a href="#CULLFACE_NONE">CULLFACE_NONE</a></td><td><p>No triangles are culled.</td> </tr> <tr> <td><a href="#CURVE_CARDINAL">CURVE_CARDINAL</a></td><td><p>A cardinal spline interpolation scheme.</td> </tr> <tr> <td><a href="#CURVE_CATMULL">CURVE_CATMULL</a></td><td><p>A Catmull-Rom spline interpolation scheme.</td> </tr> <tr> <td><a href="#CURVE_LINEAR">CURVE_LINEAR</a></td><td><p>A linear interpolation scheme.</td> </tr> <tr> <td><a href="#CURVE_SMOOTHSTEP">CURVE_SMOOTHSTEP</a></td><td><p>A smooth step interpolation scheme.</td> </tr> <tr> <td><a href="#CURVE_SPLINE">CURVE_SPLINE</a></td><td><p>Cardinal spline interpolation scheme.</td> </tr> <tr> <td><a href="#CURVE_STEP">CURVE_STEP</a></td><td><p>A stepped interpolater, free from the shackles of blending.</td> </tr> <tr> <td><a href="#DISTANCE_EXPONENTIAL">DISTANCE_EXPONENTIAL</a></td><td><p>Exponential distance model.</td> </tr> <tr> <td><a href="#DISTANCE_INVERSE">DISTANCE_INVERSE</a></td><td><p>Inverse distance model.</td> </tr> <tr> <td><a href="#DISTANCE_LINEAR">DISTANCE_LINEAR</a></td><td><p>Linear distance model.</td> </tr> <tr> <td><a href="#ELEMENTTYPE_GROUP">ELEMENTTYPE_GROUP</a></td><td><p>A <a href="pc.ElementComponent.html">pc.ElementComponent</a> that contains child <a href="pc.ElementComponent.html">pc.ElementComponent</a>s.</td> </tr> <tr> <td><a href="#ELEMENTTYPE_IMAGE">ELEMENTTYPE_IMAGE</a></td><td><p>A <a href="pc.ElementComponent.html">pc.ElementComponent</a> that displays an image.</td> </tr> <tr> <td><a href="#ELEMENTTYPE_TEXT">ELEMENTTYPE_TEXT</a></td><td><p>A <a href="pc.ElementComponent.html">pc.ElementComponent</a> that displays text.</td> </tr> <tr> <td><a href="#EMITTERSHAPE_BOX">EMITTERSHAPE_BOX</a></td><td><p>Box shape parameterized by emitterExtents.</td> </tr> <tr> <td><a href="#EMITTERSHAPE_SPHERE">EMITTERSHAPE_SPHERE</a></td><td><p>Sphere shape parameterized by emitterRadius.</td> </tr> <tr> <td><a href="#EVENT_KEYDOWN">EVENT_KEYDOWN</a></td><td><p>Name of event fired when a key is pressed.</td> </tr> <tr> <td><a href="#EVENT_KEYUP">EVENT_KEYUP</a></td><td><p>Name of event fired when a key is released.</td> </tr> <tr> <td><a href="#EVENT_MOUSEDOWN">EVENT_MOUSEDOWN</a></td><td><p>Name of event fired when a mouse button is pressed.</td> </tr> <tr> <td><a href="#EVENT_MOUSEMOVE">EVENT_MOUSEMOVE</a></td><td><p>Name of event fired when the mouse is moved.</td> </tr> <tr> <td><a href="#EVENT_MOUSEUP">EVENT_MOUSEUP</a></td><td><p>Name of event fired when a mouse button is released.</td> </tr> <tr> <td><a href="#EVENT_MOUSEWHEEL">EVENT_MOUSEWHEEL</a></td><td><p>Name of event fired when the mouse wheel is rotated.</td> </tr> <tr> <td><a href="#EVENT_TOUCHCANCEL">EVENT_TOUCHCANCEL</a></td><td><p>Name of event fired when a touch point is interrupted in some way.</td> </tr> <tr> <td><a href="#EVENT_TOUCHEND">EVENT_TOUCHEND</a></td><td><p>Name of event fired when touch ends.</td> </tr> <tr> <td><a href="#EVENT_TOUCHMOVE">EVENT_TOUCHMOVE</a></td><td><p>Name of event fired when a touch moves.</td> </tr> <tr> <td><a href="#EVENT_TOUCHSTART">EVENT_TOUCHSTART</a></td><td><p>Name of event fired when a new touch occurs.</td> </tr> <tr> <td><a href="#FILLMODE_FILL_WINDOW">FILLMODE_FILL_WINDOW</a></td><td><p>When resizing the window the size of the canvas will change to fill the window exactly.</td> </tr> <tr> <td><a href="#FILLMODE_KEEP_ASPECT">FILLMODE_KEEP_ASPECT</a></td><td><p>When resizing the window the size of the canvas will change to fill the window as best it can, while maintaining the same aspect ratio.</td> </tr> <tr> <td><a href="#FILLMODE_NONE">FILLMODE_NONE</a></td><td><p>When resizing the window the size of the canvas will not change.</td> </tr> <tr> <td><a href="#FILTER_LINEAR">FILTER_LINEAR</a></td><td><p>Bilinear filtering.</td> </tr> <tr> <td><a href="#FILTER_LINEAR_MIPMAP_LINEAR">FILTER_LINEAR_MIPMAP_LINEAR</a></td><td><p>Linearly interpolate both the mipmap levels and between texels.</td> </tr> <tr> <td><a href="#FILTER_LINEAR_MIPMAP_NEAREST">FILTER_LINEAR_MIPMAP_NEAREST</a></td><td><p>Use the nearest neighbor after linearly interpolating between mipmap levels.</td> </tr> <tr> <td><a href="#FILTER_NEAREST">FILTER_NEAREST</a></td><td><p>Point sample filtering.</td> </tr> <tr> <td><a href="#FILTER_NEAREST_MIPMAP_LINEAR">FILTER_NEAREST_MIPMAP_LINEAR</a></td><td><p>Linearly interpolate in the nearest mipmap level.</td> </tr> <tr> <td><a href="#FILTER_NEAREST_MIPMAP_NEAREST">FILTER_NEAREST_MIPMAP_NEAREST</a></td><td><p>Use the nearest neighbor in the nearest mipmap level.</td> </tr> <tr> <td><a href="#FITTING_BOTH">FITTING_BOTH</a></td><td><p>Apply both STRETCH and SHRINK fitting logic where applicable.</td> </tr> <tr> <td><a href="#FITTING_NONE">FITTING_NONE</a></td><td><p>Disable all fitting logic.</td> </tr> <tr> <td><a href="#FITTING_SHRINK">FITTING_SHRINK</a></td><td><p>Shrink child elements to fit the parent container.</td> </tr> <tr> <td><a href="#FITTING_STRETCH">FITTING_STRETCH</a></td><td><p>Stretch child elements to fit the parent container.</td> </tr> <tr> <td><a href="#FOG_EXP">FOG_EXP</a></td><td><p>Fog rises according to an exponential curve controlled by a density value.</td> </tr> <tr> <td><a href="#FOG_EXP2">FOG_EXP2</a></td><td><p>Fog rises according to an exponential curve controlled by a density value.</td> </tr> <tr> <td><a href="#FOG_LINEAR">FOG_LINEAR</a></td><td><p>Fog rises linearly from zero to 1 between a start and end depth.</td> </tr> <tr> <td><a href="#FOG_NONE">FOG_NONE</a></td><td><p>No fog is applied to the scene.</td> </tr> <tr> <td><a href="#FRESNEL_NONE">FRESNEL_NONE</a></td><td><p>No Fresnel.</td> </tr> <tr> <td><a href="#FRESNEL_SCHLICK">FRESNEL_SCHLICK</a></td><td><p>Schlick's approximation of Fresnel.</td> </tr> <tr> <td><a href="#FUNC_ALWAYS">FUNC_ALWAYS</a></td><td><p>Always pass.</td> </tr> <tr> <td><a href="#FUNC_EQUAL">FUNC_EQUAL</a></td><td><p>Pass if (ref &amp; mask) == (stencil &amp; mask).</td> </tr> <tr> <td><a href="#FUNC_GREATER">FUNC_GREATER</a></td><td><p>Pass if (ref &amp; mask) &gt; (stencil &amp; mask).</td> </tr> <tr> <td><a href="#FUNC_GREATEREQUAL">FUNC_GREATEREQUAL</a></td><td><p>Pass if (ref &amp; mask) &gt;= (stencil &amp; mask).</td> </tr> <tr> <td><a href="#FUNC_LESS">FUNC_LESS</a></td><td><p>Pass if (ref &amp; mask) &lt; (stencil &amp; mask).</td> </tr> <tr> <td><a href="#FUNC_LESSEQUAL">FUNC_LESSEQUAL</a></td><td><p>Pass if (ref &amp; mask) &lt;= (stencil &amp; mask).</td> </tr> <tr> <td><a href="#FUNC_NEVER">FUNC_NEVER</a></td><td><p>Never pass.</td> </tr> <tr> <td><a href="#FUNC_NOTEQUAL">FUNC_NOTEQUAL</a></td><td><p>Pass if (ref &amp; mask) != (stencil &amp; mask).</td> </tr> <tr> <td><a href="#GAMMA_NONE">GAMMA_NONE</a></td><td><p>No gamma correction.</td> </tr> <tr> <td><a href="#GAMMA_SRGB">GAMMA_SRGB</a></td><td><p>Apply sRGB gamma correction.</td> </tr> <tr> <td><a href="#GAMMA_SRGBFAST">GAMMA_SRGBFAST</a></td><td><p>Apply sRGB (fast) gamma correction.</td> </tr> <tr> <td><a href="#GAMMA_SRGBHDR">GAMMA_SRGBHDR</a></td><td><p>Apply sRGB (HDR) gamma correction.</td> </tr> <tr> <td><a href="#INDEXFORMAT_UINT16">INDEXFORMAT_UINT16</a></td><td><p>16-bit unsigned vertex indices.</td> </tr> <tr> <td><a href="#INDEXFORMAT_UINT32">INDEXFORMAT_UINT32</a></td><td><p>32-bit unsigned vertex indices.</td> </tr> <tr> <td><a href="#INDEXFORMAT_UINT8">INDEXFORMAT_UINT8</a></td><td><p>8-bit unsigned vertex indices.</td> </tr> <tr> <td><a href="#INTERPOLATION_CUBIC">INTERPOLATION_CUBIC</a></td><td><p>A cubic spline interpolation scheme.</td> </tr> <tr> <td><a href="#INTERPOLATION_LINEAR">INTERPOLATION_LINEAR</a></td><td><p>A linear interpolation scheme.</td> </tr> <tr> <td><a href="#INTERPOLATION_STEP">INTERPOLATION_STEP</a></td><td><p>A stepped interpolation scheme.</td> </tr> <tr> <td><a href="#KEY_0">KEY_0</a></td><td></td> </tr> <tr> <td><a href="#KEY_1">KEY_1</a></td><td></td> </tr> <tr> <td><a href="#KEY_2">KEY_2</a></td><td></td> </tr> <tr> <td><a href="#KEY_3">KEY_3</a></td><td></td> </tr> <tr> <td><a href="#KEY_4">KEY_4</a></td><td></td> </tr> <tr> <td><a href="#KEY_5">KEY_5</a></td><td></td> </tr> <tr> <td><a href="#KEY_6">KEY_6</a></td><td></td> </tr> <tr> <td><a href="#KEY_7">KEY_7</a></td><td></td> </tr> <tr> <td><a href="#KEY_8">KEY_8</a></td><td></td> </tr> <tr> <td><a href="#KEY_9">KEY_9</a></td><td></td> </tr> <tr> <td><a href="#KEY_A">KEY_A</a></td><td></td> </tr> <tr> <td><a href="#KEY_ADD">KEY_ADD</a></td><td></td> </tr> <tr> <td><a href="#KEY_ALT">KEY_ALT</a></td><td></td> </tr> <tr> <td><a href="#KEY_B">KEY_B</a></td><td></td> </tr> <tr> <td><a href="#KEY_BACKSPACE">KEY_BACKSPACE</a></td><td></td> </tr> <tr> <td><a href="#KEY_BACK_SLASH">KEY_BACK_SLASH</a></td><td></td> </tr> <tr> <td><a href="#KEY_C">KEY_C</a></td><td></td> </tr> <tr> <td><a href="#KEY_CAPS_LOCK">KEY_CAPS_LOCK</a></td><td></td> </tr> <tr> <td><a href="#KEY_CLOSE_BRACKET">KEY_CLOSE_BRACKET</a></td><td></td> </tr> <tr> <td><a href="#KEY_COMMA">KEY_COMMA</a></td><td></td> </tr> <tr> <td><a href="#KEY_CONTEXT_MENU">KEY_CONTEXT_MENU</a></td><td></td> </tr> <tr> <td><a href="#KEY_CONTROL">KEY_CONTROL</a></td><td></td> </tr> <tr> <td><a href="#KEY_D">KEY_D</a></td><td></td> </tr> <tr> <td><a href="#KEY_DECIMAL">KEY_DECIMAL</a></td><td></td> </tr> <tr> <td><a href="#KEY_DELETE">KEY_DELETE</a></td><td></td> </tr> <tr> <td><a href="#KEY_DIVIDE">KEY_DIVIDE</a></td><td></td> </tr> <tr> <td><a href="#KEY_DOWN">KEY_DOWN</a></td><td></td> </tr> <tr> <td><a href="#KEY_E">KEY_E</a></td><td></td> </tr> <tr> <td><a href="#KEY_END">KEY_END</a></td><td></td> </tr> <tr> <td><a href="#KEY_ENTER">KEY_ENTER</a></td><td></td> </tr> <tr> <td><a href="#KEY_EQUAL">KEY_EQUAL</a></td><td></td> </tr> <tr> <td><a href="#KEY_ESCAPE">KEY_ESCAPE</a></td><td></td> </tr> <tr> <td><a href="#KEY_F">KEY_F</a></td><td></td> </tr> <tr> <td><a href="#KEY_F1">KEY_F1</a></td><td></td> </tr> <tr> <td><a href="#KEY_F10">KEY_F10</a></td><td></td> </tr> <tr> <td><a href="#KEY_F11">KEY_F11</a></td><td></td> </tr> <tr> <td><a href="#KEY_F12">KEY_F12</a></td><td></td> </tr> <tr> <td><a href="#KEY_F2">KEY_F2</a></td><td></td> </tr> <tr> <td><a href="#KEY_F3">KEY_F3</a></td><td></td> </tr> <tr> <td><a href="#KEY_F4">KEY_F4</a></td><td></td> </tr> <tr> <td><a href="#KEY_F5">KEY_F5</a></td><td></td> </tr> <tr> <td><a href="#KEY_F6">KEY_F6</a></td><td></td> </tr> <tr> <td><a href="#KEY_F7">KEY_F7</a></td><td></td> </tr> <tr> <td><a href="#KEY_F8">KEY_F8</a></td><td></td> </tr> <tr> <td><a href="#KEY_F9">KEY_F9</a></td><td></td> </tr> <tr> <td><a href="#KEY_G">KEY_G</a></td><td></td> </tr> <tr> <td><a href="#KEY_H">KEY_H</a></td><td></td> </tr> <tr> <td><a href="#KEY_HOME">KEY_HOME</a></td><td></td> </tr> <tr> <td><a href="#KEY_I">KEY_I</a></td><td></td> </tr> <tr> <td><a href="#KEY_INSERT">KEY_INSERT</a></td><td></td> </tr> <tr> <td><a href="#KEY_J">KEY_J</a></td><td></td> </tr> <tr> <td><a href="#KEY_K">KEY_K</a></td><td></td> </tr> <tr> <td><a href="#KEY_L">KEY_L</a></td><td></td> </tr> <tr> <td><a href="#KEY_LEFT">KEY_LEFT</a></td><td></td> </tr> <tr> <td><a href="#KEY_M">KEY_M</a></td><td></td> </tr> <tr> <td><a href="#KEY_META">KEY_META</a></td><td></td> </tr> <tr> <td><a href="#KEY_MULTIPLY">KEY_MULTIPLY</a></td><td></td> </tr> <tr> <td><a href="#KEY_N">KEY_N</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_0">KEY_NUMPAD_0</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_1">KEY_NUMPAD_1</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_2">KEY_NUMPAD_2</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_3">KEY_NUMPAD_3</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_4">KEY_NUMPAD_4</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_5">KEY_NUMPAD_5</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_6">KEY_NUMPAD_6</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_7">KEY_NUMPAD_7</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_8">KEY_NUMPAD_8</a></td><td></td> </tr> <tr> <td><a href="#KEY_NUMPAD_9">KEY_NUMPAD_9</a></td><td></td> </tr> <tr> <td><a href="#KEY_O">KEY_O</a></td><td></td> </tr> <tr> <td><a href="#KEY_OPEN_BRACKET">KEY_OPEN_BRACKET</a></td><td></td> </tr> <tr> <td><a href="#KEY_P">KEY_P</a></td><td></td> </tr> <tr> <td><a href="#KEY_PAGE_DOWN">KEY_PAGE_DOWN</a></td><td></td> </tr> <tr> <td><a href="#KEY_PAGE_UP">KEY_PAGE_UP</a></td><td></td> </tr> <tr> <td><a href="#KEY_PAUSE">KEY_PAUSE</a></td><td></td> </tr> <tr> <td><a href="#KEY_PERIOD">KEY_PERIOD</a></td><td></td> </tr> <tr> <td><a href="#KEY_PRINT_SCREEN">KEY_PRINT_SCREEN</a></td><td></td> </tr> <tr> <td><a href="#KEY_Q">KEY_Q</a></td><td></td> </tr> <tr> <td><a href="#KEY_R">KEY_R</a></td><td></td> </tr> <tr> <td><a href="#KEY_RETURN">KEY_RETURN</a></td><td></td> </tr> <tr> <td><a href="#KEY_RIGHT">KEY_RIGHT</a></td><td></td> </tr> <tr> <td><a href="#KEY_S">KEY_S</a></td><td></td> </tr> <tr> <td><a href="#KEY_SEMICOLON">KEY_SEMICOLON</a></td><td></td> </tr> <tr> <td><a href="#KEY_SEPARATOR">KEY_SEPARATOR</a></td><td></td> </tr> <tr> <td><a href="#KEY_SHIFT">KEY_SHIFT</a></td><td></td> </tr> <tr> <td><a href="#KEY_SLASH">KEY_SLASH</a></td><td></td> </tr> <tr> <td><a href="#KEY_SPACE">KEY_SPACE</a></td><td></td> </tr> <tr> <td><a href="#KEY_SUBTRACT">KEY_SUBTRACT</a></td><td></td> </tr> <tr> <td><a href="#KEY_T">KEY_T</a></td><td></td> </tr> <tr> <td><a href="#KEY_TAB">KEY_TAB</a></td><td></td> </tr> <tr> <td><a href="#KEY_U">KEY_U</a></td><td></td> </tr> <tr> <td><a href="#KEY_UP">KEY_UP</a></td><td></td> </tr> <tr> <td><a href="#KEY_V">KEY_V</a></td><td></td> </tr> <tr> <td><a href="#KEY_W">KEY_W</a></td><td></td> </tr> <tr> <td><a href="#KEY_WINDOWS">KEY_WINDOWS</a></td><td></td> </tr> <tr> <td><a href="#KEY_X">KEY_X</a></td><td></td> </tr> <tr> <td><a href="#KEY_Y">KEY_Y</a></td><td></td> </tr> <tr> <td><a href="#KEY_Z">KEY_Z</a></td><td></td> </tr> <tr> <td><a href="#LAYERID_DEPTH">LAYERID_DEPTH</a></td><td><p>The depth layer.</td> </tr> <tr> <td><a href="#LAYERID_IMMEDIATE">LAYERID_IMMEDIATE</a></td><td><p>The immediate layer.</td> </tr> <tr> <td><a href="#LAYERID_SKYBOX">LAYERID_SKYBOX</a></td><td><p>The skybox layer.</td> </tr> <tr> <td><a href="#LAYERID_UI">LAYERID_UI</a></td><td><p>The UI layer.</td> </tr> <tr> <td><a href="#LAYERID_WORLD">LAYERID_WORLD</a></td><td><p>The world layer.</td> </tr> <tr> <td><a href="#LIGHTFALLOFF_INVERSESQUARED">LIGHTFALLOFF_INVERSESQUARED</a></td><td><p>Inverse squared distance falloff model for light attenuation.</td> </tr> <tr> <td><a href="#LIGHTFALLOFF_LINEAR">LIGHTFALLOFF_LINEAR</a></td><td><p>Linear distance falloff model for light attenuation.</td> </tr> <tr> <td><a href="#LIGHTTYPE_DIRECTIONAL">LIGHTTYPE_DIRECTIONAL</a></td><td><p>Directional (global) light source.</td> </tr> <tr> <td><a href="#LIGHTTYPE_POINT">LIGHTTYPE_POINT</a></td><td><p>Point (local) light source.</td> </tr> <tr> <td><a href="#LIGHTTYPE_SPOT">LIGHTTYPE_SPOT</a></td><td><p>Spot (local) light source.</td> </tr> <tr> <td><a href="#MOUSEBUTTON_LEFT">MOUSEBUTTON_LEFT</a></td><td><p>The left mouse button.</td> </tr> <tr> <td><a href="#MOUSEBUTTON_MIDDLE">MOUSEBUTTON_MIDDLE</a></td><td><p>The middle mouse button.</td> </tr> <tr> <td><a href="#MOUSEBUTTON_NONE">MOUSEBUTTON_NONE</a></td><td><p>No mouse buttons pressed.</td> </tr> <tr> <td><a href="#MOUSEBUTTON_RIGHT">MOUSEBUTTON_RIGHT</a></td><td><p>The right mouse button.</td> </tr> <tr> <td><a href="#ORIENTATION_HORIZONTAL">ORIENTATION_HORIZONTAL</a></td><td><p>Horizontal orientation.</td> </tr> <tr> <td><a href="#ORIENTATION_VERTICAL">ORIENTATION_VERTICAL</a></td><td><p>Vertical orientation.</td> </tr> <tr> <td><a href="#PAD_1">PAD_1</a></td><td><p>Index for pad 1.</td> </tr> <tr> <td><a href="#PAD_2">PAD_2</a></td><td><p>Index for pad 2.</td> </tr> <tr> <td><a href="#PAD_3">PAD_3</a></td><td><p>Index for pad 3.</td> </tr> <tr> <td><a href="#PAD_4">PAD_4</a></td><td><p>Index for pad 4.</td> </tr> <tr> <td><a href="#PAD_DOWN">PAD_DOWN</a></td><td><p>Direction pad down.</td> </tr> <tr> <td><a href="#PAD_FACE_1">PAD_FACE_1</a></td><td><p>The first face button, from bottom going clockwise.</td> </tr> <tr> <td><a href="#PAD_FACE_2">PAD_FACE_2</a></td><td><p>The second face button, from bottom going clockwise.</td> </tr> <tr> <td><a href="#PAD_FACE_3">PAD_FACE_3</a></td><td><p>The third face button, from bottom going clockwise.</td> </tr> <tr> <td><a href="#PAD_FACE_4">PAD_FACE_4</a></td><td><p>The fourth face button, from bottom going clockwise.</td> </tr> <tr> <td><a href="#PAD_LEFT">PAD_LEFT</a></td><td><p>Direction pad left.</td> </tr> <tr> <td><a href="#PAD_L_SHOULDER_1">PAD_L_SHOULDER_1</a></td><td><p>The first shoulder button on the left.</td> </tr> <tr> <td><a href="#PAD_L_SHOULDER_2">PAD_L_SHOULDER_2</a></td><td><p>The second shoulder button on the left.</td> </tr> <tr> <td><a href="#PAD_L_STICK_BUTTON">PAD_L_STICK_BUTTON</a></td><td><p>The button when depressing the left analogue stick.</td> </tr> <tr> <td><a href="#PAD_L_STICK_X">PAD_L_STICK_X</a></td><td><p>Horizontal axis on the left analogue stick.</td> </tr> <tr> <td><a href="#PAD_L_STICK_Y">PAD_L_STICK_Y</a></td><td><p>Vertical axis on the left analogue stick.</td> </tr> <tr> <td><a href="#PAD_RIGHT">PAD_RIGHT</a></td><td><p>Direction pad right.</td> </tr> <tr> <td><a href="#PAD_R_SHOULDER_1">PAD_R_SHOULDER_1</a></td><td><p>The first shoulder button on the right.</td> </tr> <tr> <td><a href="#PAD_R_SHOULDER_2">PAD_R_SHOULDER_2</a></td><td><p>The second shoulder button on the right.</td> </tr> <tr> <td><a href="#PAD_R_STICK_BUTTON">PAD_R_STICK_BUTTON</a></td><td><p>The button when depressing the right analogue stick.</td> </tr> <tr> <td><a href="#PAD_R_STICK_X">PAD_R_STICK_X</a></td><td><p>Horizontal axis on the right analogue stick.</td> </tr> <tr> <td><a href="#PAD_R_STICK_Y">PAD_R_STICK_Y</a></td><td><p>Vertical axis on the right analogue stick.</