An EC is the manager for one webgl-context and it's resources.

It holds:

  • the pools to organize reference counting and recover resources.
  • it manages the render targets (especially the main target)

Hierarchy

  • EngineContext

Constructors

Properties

_contextState: ContextState = ContextState.Active
canvas: HTMLCanvasElement
currentBlendEnabled: number = -1
currentBlendFuncDst: number = -1
currentBlendFuncSrc: number = -1
currentBlendMode: BlendMode = BlendMode.BM_NORMAL
currentRenderTarget: RenderTarget
currentScissorEnabled: boolean = false
currentScissorRect: Rect = ...
currentShader: ManagedShader = null
currentTexture: any = null
gl: WebGLRenderingContext
lostext: any
mainRenderTarget: RenderTarget
recoverPool: default = ...
releasePool: default = ...
whiteTexture: ManagedTexture = null

Accessors

Methods

Generated using TypeDoc