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starling-framework

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A fast, productive library for 2D cross-platform development.

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import FilterEffect from "./../../starling/rendering/FilterEffect"; import Program from "./../../starling/rendering/Program"; import Vector from "openfl/Vector"; import VertexDataFormat from "./VertexDataFormat"; declare namespace starling.rendering { /** An effect drawing a mesh of textured, colored vertices. * This is the standard effect that is the base for all mesh styles; * if you want to create your own mesh styles, you will have to extend this class. * * <p>For more information about the usage and creation of effects, please have a look at * the documentation of the root class, "Effect".</p> * * @see Effect * @see FilterEffect * @see starling.styles.MeshStyle */ export class MeshEffect extends FilterEffect { /** The vertex format expected by <code>uploadVertexData</code>: * <code>"position:number2, texCoords:number2, color:bytes4"</code> */ public static VERTEX_FORMAT:VertexDataFormat; /** Creates a new MeshEffect instance. */ public constructor(); /** The alpha value of the object rendered by the effect. Must be taken into account * by all subclasses. */ public alpha:number; protected get_alpha():number; protected set_alpha(value:number):number; /** Indicates if the rendered vertices are tinted in any way, i.e. if there are vertices * that have a different color than fully opaque white. The base <code>MeshEffect</code> * class uses this information to simplify the fragment shader if possible. May be * ignored by subclasses. */ public tinted:boolean; protected get_tinted():boolean; protected set_tinted(value:boolean):boolean; } } export default starling.rendering.MeshEffect;