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 } |