modules/graphics/src/main/java/com/sun/prism/Graphics.java

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 193      * buffered rendering will depend on any texture data included by
 194      * reference.  The typical usage is before a {@code Texture} disposal
 195      * or "return to texture cache pool" operation.
 196      */
 197     public void sync();
 198 
 199     public Screen getAssociatedScreen();
 200     public ResourceFactory getResourceFactory();
 201     public RenderTarget getRenderTarget();
 202 
 203     public void setRenderRoot(NodePath root);
 204     public NodePath getRenderRoot();
 205 
 206     public void setState3D(boolean flag);
 207     public boolean isState3D();
 208 
 209     // TODO: 3D Get better name, and may want to move this into node render method.
 210     // TODO this is dangerous, must be called *after* setState3D is called, or it won't work
 211     public void setup3DRendering();
 212 
 213     public void setPixelScaleFactor(float pixelScale);
 214     public float getPixelScaleFactor();

 215 }


 193      * buffered rendering will depend on any texture data included by
 194      * reference.  The typical usage is before a {@code Texture} disposal
 195      * or "return to texture cache pool" operation.
 196      */
 197     public void sync();
 198 
 199     public Screen getAssociatedScreen();
 200     public ResourceFactory getResourceFactory();
 201     public RenderTarget getRenderTarget();
 202 
 203     public void setRenderRoot(NodePath root);
 204     public NodePath getRenderRoot();
 205 
 206     public void setState3D(boolean flag);
 207     public boolean isState3D();
 208 
 209     // TODO: 3D Get better name, and may want to move this into node render method.
 210     // TODO this is dangerous, must be called *after* setState3D is called, or it won't work
 211     public void setup3DRendering();
 212 
 213     public void setPixelScaleFactors(float pixelScaleX, float pixelScaleY);
 214     public float getPixelScaleFactorX();
 215     public float getPixelScaleFactorY();
 216 }