@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
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TypeScript
import type { IDrawContext } from "../Engines/IDrawContext.js";
import type { IMaterialContext } from "../Engines/IMaterialContext.js";
import type { Nullable } from "../types.js";
import type { AbstractEngine } from "../Engines/abstractEngine.js";
import type { Effect } from "./effect.js";
import type { MaterialDefines } from "./materialDefines.js";
/** @internal */
export declare class DrawWrapper {
effect: Nullable<Effect>;
defines: Nullable<string | MaterialDefines>;
materialContext?: IMaterialContext;
drawContext?: IDrawContext;
/**
* @internal
* Specifies if the effect was previously ready
*/
_wasPreviouslyReady: boolean;
/**
* @internal
* Forces the code from bindForSubMesh to be fully run the next time it is called
*/
_forceRebindOnNextCall: boolean;
/**
* @internal
* Specifies if the effect was previously using instances
*/
_wasPreviouslyUsingInstances: Nullable<boolean>;
static GetEffect(effect: Effect | DrawWrapper): Nullable<Effect>;
constructor(engine: AbstractEngine, createMaterialContext?: boolean);
setEffect(effect: Nullable<Effect>, defines?: Nullable<string | MaterialDefines>, resetContext?: boolean): void;
/**
* Dispose the effect wrapper and its resources
* @param immediate if the effect should be disposed immediately or on the next frame.
* If dispose() is not called during a scene or engine dispose, we want to delay the dispose of the underlying effect. Mostly to give a chance to user code to reuse the effect in some way.
*/
dispose(immediate?: boolean): void;
}