DrawTargetSet

//Constructors/Producers
DTS(DrawFrameCommand) -> DrawTargetSet
DrawTargetSet(DrawTargetSet) -> DrawTargetSet
createDrawTargetSet(RenderTarget, mat4) -> DrawTargetSet

//Methods
DrawTargetSet.=(DrawTargetSet) -> void
DrawTargetSet.DrawTargetSet() -> DrawTargetSet
DrawTargetSet.EnableCulling() -> bool
DrawTargetSet.EnableScissorTest() -> bool
DrawTargetSet.Target() -> RenderTarget
DrawTargetSet.Targets() -> DrawTargetVector

Vertex

//Constructors/Producers
=(Vertex, Vertex) -> Vertex
Vertex() -> Vertex
Vertex(vec3, vec2, vec3) -> Vertex
Vertex(Vertex) -> Vertex

//Methods
Vertex.=(Vertex) -> Vertex
Vertex.Normal() -> vec3
Vertex.Position() -> vec3
Vertex.TexCoord() -> vec2
Vertex.Vertex() -> Vertex

Material

//Constructors/Producers
CreateMaterial() -> Material
Material(MeshInstance) -> Material
Material(WavefrontObject) -> Material

//Methods
Material.AmbientStrength() -> float
Material.Color() -> vec3
Material.CullBackFaces() -> bool
Material.DiffuseStrength() -> float
Material.Opacity() -> float
Material.ShaderFlags() -> vec4
Material.TestDepth() -> bool
Material.WriteDepth() -> bool
Material.getColorTexture() -> Texture
Material.getDataTexture() -> Texture
Material.setBlendMode(BlendMode) -> void
Material.setColorTexture(Texture) -> void
Material.setDataTexture(Texture) -> void
Material.setProgramOverride(string) -> void

DrawFrameCommand

//Methods
DrawFrameCommand.CameraOffset() -> mat4
DrawFrameCommand.DTS() -> DrawTargetSet

DrawableMeshInstance

//Constructors/Producers
CreateDrawableMeshInstance() -> DrawableMeshInstance

//Methods
DrawableMeshInstance.debugMe() -> void
DrawableMeshInstance.setProgram(Shader) -> void
DrawableMeshInstance.setStorageInstance(MeshInstance) -> void

Scene

//Constructors/Producers
GetScene() -> Scene

//Methods
Scene.CreateFlightPathVisualizer(TileManager, FlightPath) -> FlightPathVisualizer
Scene.CreateFloatingWindow(Texture, string, vec2, vec2, vec3, vec2, quat) -> FloatingWindow
Scene.addMeshInstance(MeshInstance) -> void
Scene.createMesh(RawDataView, RawDataView) -> Mesh
Scene.createTexture(TextureSource, WrapMode) -> Texture

MeshInstance

//Constructors/Producers
CreateMeshInstance(ObjectType) -> MeshInstance
MeshInstance(NodePart) -> MeshInstance

//Methods
MeshInstance.DataMatrix() -> mat4
MeshInstance.Material() -> Material
MeshInstance.Mesh() -> Mesh
MeshInstance.SortOrder() -> int
MeshInstance.Visible() -> bool
MeshInstance.getModelMatrix() -> mat4
MeshInstance.getOrientation() -> quat
MeshInstance.getPosition() -> vec3
MeshInstance.getScale() -> vec3
MeshInstance.setMaterial(Material) -> void
MeshInstance.setMesh(Mesh) -> void
MeshInstance.setOrientation(quat) -> void
MeshInstance.setPosition(vec3) -> void
MeshInstance.setScale(vec3) -> void

TextureHints

//Constructors/Producers
CreateTextureHints() -> TextureHints

//Methods
TextureHints.Filter() -> enum Rendering::FilterMode
TextureHints.MipMaps() -> CreateMipMaps
TextureHints.Wrap() -> WrapMode

WavefrontLoader

//Constructors/Producers
CreateWavefrontLoader() -> WavefrontLoader

//Methods
WavefrontLoader.load(Scene, string) -> WavefrontModel

FontLoader

//Constructors/Producers
FontLoader() -> FontLoader

//Methods
FontLoader.loadFont(string) -> class std::unique_ptr<class Text::TTFont,struct std::default_delete<class Text::TTFont> >

Engine

//Constructors/Producers
GetEngine() -> Engine

//Methods
Engine.blit(RenderTarget, RenderTarget, IRect, IRect) -> void
Engine.createInitializedRenderTarget(ivec2, vec3, float, WrapMode, bool) -> RenderTarget
Engine.createRenderTarget(ivec2, WrapMode, bool) -> RenderTarget
Engine.createRenderTarget(Texture, bool) -> RenderTarget
Engine.createTexture(TextureSource, TextureHints) -> Texture
Engine.createTexture(ivec2, TextureHints) -> Texture
Engine.draw(DrawTargetSet, SceneProperties, DrawableMeshInstanceVector, mat4) -> void
Engine.finalizeRender(RenderTarget) -> void
Engine.registerProgram(string, EngineAPI, string, string) -> bool
Engine.runInGraphicsThread(class std::function<void __cdecl(void)>) -> void
Engine.updateTextureMips(Texture) -> void

TextMesh

//Constructors/Producers
createTextMesh(TextGenerator, string) -> TextMesh

//Methods
TextMesh.Indices() -> UInt32Vector
TextMesh.MaxBound() -> vec3
TextMesh.MinBound() -> vec3
TextMesh.Vertices() -> VertexVector

WavefrontObject

//Methods
WavefrontObject.Indices() -> UInt32Vector
WavefrontObject.Material() -> Material
WavefrontObject.MaterialName() -> string
WavefrontObject.Mesh() -> Mesh
WavefrontObject.PartName() -> string
WavefrontObject.Vertices() -> VertexVector

Mesh

//Constructors/Producers
Mesh(MeshInstance) -> Mesh
Mesh(WavefrontObject) -> Mesh
createMesh(Scene, RawDataView, RawDataView) -> Mesh

//Methods
Mesh.IntersectionMesh() -> IntersectionMesh
Mesh.setIntersectionMesh(IntersectionMesh) -> void

WavefrontModel

//Constructors/Producers
load(WavefrontLoader, Scene, string) -> WavefrontModel

//Methods
WavefrontModel.Parts() -> WavefrontObjectVector

DrawTarget

//Methods
DrawTarget.Projection() -> mat4
DrawTarget.ScissorRect() -> class boost::optional<struct Rendering::IRect>
DrawTarget.ViewOffset() -> mat4
DrawTarget.ViewPort() -> IRect
DrawTarget.getScissorRect() -> IRect
DrawTarget.hasScissorRect() -> bool
DrawTarget.setProjection(mat4) -> void

RGBAImage

//Constructors/Producers
RGBAImage(int, int, int, uint8_t) -> RGBAImage
getFontBitmap(TextGenerator) -> RGBAImage

//Methods
RGBAImage.insert(int, int, int, int) -> void

RGBAImageTextureSource

//Constructors/Producers
RGBAImageTextureSource(RGBAImageTextureSource) -> RGBAImageTextureSource
createImage(int, int, int, uint8_t) -> RGBAImageTextureSource
loadImagePNG(string) -> RGBAImageTextureSource

//Methods
RGBAImageTextureSource.RGBAImageTextureSource() -> RGBAImageTextureSource

RenderTarget

//Constructors/Producers
Target(DrawTargetSet) -> RenderTarget
createInitializedRenderTarget(Engine, ivec2, vec3, float, WrapMode, bool) -> RenderTarget
createRenderTarget(Engine, ivec2, WrapMode, bool) -> RenderTarget
createRenderTarget(Engine, Texture, bool) -> RenderTarget

//Methods
RenderTarget.Size() -> ivec2
RenderTarget.TexRef() -> Texture
RenderTarget.createDrawTargetSet(mat4) -> DrawTargetSet
RenderTarget.getTexture() -> Texture

Texture

//Constructors/Producers
TexRef(RenderTarget) -> Texture
Texture(DynamicTexture) -> Texture
createTexture(Engine, TextureSource, TextureHints) -> Texture
createTexture(Engine, ivec2, TextureHints) -> Texture
createTexture(Scene, TextureSource, WrapMode) -> Texture
getColorTexture(Material) -> Texture
getDataTexture(Material) -> Texture
getFontTexture(TextGenerator, Engine) -> Texture
getTexture(RenderTarget) -> Texture

//Methods
Texture.getSize() -> ivec2

TextGeneratorProperties

//Constructors/Producers
TextGeneratorProperties() -> TextGeneratorProperties

//Methods
TextGeneratorProperties.TextHeight() -> float

TTFont

//Methods
TTFont.createTextGenerator(TextGeneratorProperties) -> TextGenerator

TextGenerator

//Constructors/Producers
createTextGenerator(TTFont, TextGeneratorProperties) -> TextGenerator

//Methods
TextGenerator.createTextMesh(string) -> TextMesh
TextGenerator.getFontBitmap() -> RGBAImage
TextGenerator.getFontProperties() -> FontProperties
TextGenerator.getFontTexture(Engine) -> Texture
TextGenerator.getTextHeight() -> float