Interface | Description |
---|---|
BaseResourcePool.Predicate | |
Disposer.Record |
This interface is used to hold the resource to be disposed.
|
Disposer.Target |
This is an interface which should be implemented by
the classes which use Disposer.
|
ResourcePool<T> |
An interface for tracking the usage of a particular resource from which
managed resources are allocated.
|
TextureResourcePool<T> |
A
ResourcePool that manages memory for textures. |
Class | Description |
---|---|
BaseContext | |
BaseGraphics | |
BaseGraphicsResource | |
BaseMesh |
TODO: 3D - Need documentation
|
BaseMeshView |
TODO: 3D - Need documentation
|
BaseResourceFactory | |
BaseResourcePool<T> |
The base implementation of the
ResourcePool interface, providing
bookkeeping for the BaseResourcePool.managed() method and support for sharing
resources amongst multiple pools. |
BaseResourcePool.WeakLinkedList<T> | |
BaseTexture<T extends ManagedResource> | |
BufferUtil |
Utility routines for dealing with direct buffers.
|
Disposer |
This class is used for registering and disposing the native
data associated with Java objects.
|
DisposerManagedResource<T> | |
GlyphCache | |
GlyphCache.GlyphData | |
ManagedResource<T> | |
MeshTempState |
*
Temporary state, used to reduce the occurrence of temporary garbage *
while computing things such as Quat, Normal, Tangent or Bitangent.
|
MeshUtil |
Utility routines for dealing with mesh computation.
|
MeshVertex |
TODO: 3D - Need documentation
Utility routines for dealing with mesh computation.
|
PrismSettings |
Contains the runtime arguments used by Prism.
|
PrismTrace | |
QueuedPixelSource |
Base concrete implementation of the
PixelSource interface which
manages Pixels objects in the state of being consumed (uploaded
to the screen usually), in flight in the queue of upload requests, and
idle waiting to be reused for temporary storage for future uploads. |
VertexBuffer |
Enum | Description |
---|---|
BaseMesh.FaceMembers | |
PrismTrace.SummaryType |
Exception | Description |
---|---|
FactoryResetException |
This exception is thrown when factory (or it's associated native resources)
were lost and the current rendering step needs to be interrupted.
|