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Constants

View Source
const (
	ShaderImageNum = 4

	// PreservedUniformVariablesNum represents the number of preserved uniform variables.
	// Any shaders in Ebiten must have these uniform variables.
	PreservedUniformVariablesNum = 1 +
		1 +
		1 +
		1 +
		1 // the texture source region's size

	DestinationTextureSizeUniformVariableIndex    = 0
	TextureSizesUniformVariableIndex              = 1
	TextureSourceOffsetsUniformVariableIndex      = 2
	TextureSourceRegionOriginUniformVariableIndex = 3
	TextureSourceRegionSizeUniformVariableIndex   = 4
)
View Source
const (
	IndicesNum     = (1 << 16) / 3 * 3 // Adjust num for triangles.
	VertexFloatNum = 8
)

Variables

This section is empty.

Functions

func InternalImageSize

func InternalImageSize(x int) int

    InternalImageSize returns a nearest appropriate size as an internal image.

    func QuadIndices

    func QuadIndices() []uint16

    func QuadVertices

    func QuadVertices(sx0, sy0, sx1, sy1 float32, a, b, c, d, tx, ty float32, cr, cg, cb, ca float32, last bool) []float32

    Types

    This section is empty.

    Source Files