| Package | flare.materials.filters |
| Class | public class LightFilter |
| Inheritance | LightFilter FLSLFilter FLSLScope FLSL Object |
| Property | Defined By | ||
|---|---|---|---|
| ambientColor : Vector3D | LightFilter | ||
![]() | blendMode : String
The blend mode used to blend between the fragment shaders. | FLSLFilter | |
![]() | byteCode : ByteArray
Sets or gets the flsl byteCode associated with the filter. | FLSLFilter | |
| cubeMap : Texture3D | LightFilter | ||
| defaultLight : Light3D
Sets and returns the default light. | LightFilter | ||
| list : Vector.<Light3D> | LightFilter | ||
| maxDirectionalLights : int | LightFilter | ||
| maxPointLights : int | LightFilter | ||
![]() | name : String
The name of the flsl object. | FLSL | |
![]() | params : Dictionary
Contains a collection of flsl public declarations. | FLSLScope | |
![]() | passes : int [read-only]
Returns the number of passes required by the filter. | FLSLFilter | |
| scene : Scene3D | LightFilter | ||
![]() | semantic : String
The semantic which the object is associated. | FLSL | |
![]() | techniqueName : String
The name of the thecnique to use. | FLSLFilter | |
| texture : Texture3D [read-only] | LightFilter | ||
| Method | Defined By | ||
|---|---|---|---|
LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1) | LightFilter | ||
![]() | bind(byteCode:ByteArray):void
Bind the compiled flsl code to be executed by the scope. | FLSLScope | |
![]() | build():void
This forces to all materials containing this filter to be recompiled. | FLSLFilter | |
![]() | call(ns:String, params:Array = null):uint
Call to a function stored in the scope. | FLSLScope | |
![]() | getTechniqueNames():Array
Retirms all technique names available in the scope. | FLSLScope | |
process(scope:FLSLShader):void [override] | LightFilter | ||
update():void | LightFilter | ||
| Constant | Defined By | ||
|---|---|---|---|
| LINEAR : String = linear [static] | LightFilter | ||
| NO_LIGHTS : String = noLights [static] | LightFilter | ||
| PER_VERTEX : String = perVertex [static] | LightFilter | ||
| SAMPLED : String = sampled [static] | LightFilter | ||
| ambientColor | property |
public var ambientColor:Vector3D| cubeMap | property |
cubeMap:Texture3D public function get cubeMap():Texture3D public function set cubeMap(value:Texture3D):void| defaultLight | property |
public var defaultLight:Light3DSets and returns the default light. This light will always be at the same position and orientation as the current camera. You can set to any light type and properties. If you do not want to use the default light, set it to null.
| list | property |
public var list:Vector.<Light3D>| maxDirectionalLights | property |
maxDirectionalLights:int public function get maxDirectionalLights():int public function set maxDirectionalLights(value:int):void| maxPointLights | property |
maxPointLights:int public function get maxPointLights():int public function set maxPointLights(value:int):void| scene | property |
public var scene:Scene3D| texture | property |
| LightFilter | () | Constructor |
public function LightFilter(techniqueName:String, maxPointLights:int = 0, maxDirectionalLights:int = 1)techniqueName:String (default = NaN) | |
maxPointLights:int (default = 0) | |
maxDirectionalLights:int (default = 1) |
| process | () | method |
| update | () | method |
public function update():void| LINEAR | Constant |
public static const LINEAR:String = linear| NO_LIGHTS | Constant |
public static const NO_LIGHTS:String = noLights| PER_VERTEX | Constant |
public static const PER_VERTEX:String = perVertex| SAMPLED | Constant |
public static const SAMPLED:String = sampled