new(scene:Scene)
read onlycamera:Camera
computeVelocity:Bool
computingStatic:Bool
cullingCollider:Collider
debugCulling:Bool
drawPass:PassObject
extraShaders:ShaderList
@:value(-1)forcedScreenRatio:Float = -1
lightSystem:LightSystem
pbrLightPass:Pass
read onlyscene:Scene
visibleFlag:Bool
wasContextLost:Bool
allocShaderList(s:Shader, ?next:ShaderList):ShaderList
@:value({ z : 1, y : 1, x : 1 })computeDispatch(?shader:Shader, x:Int = 1, y:Int = 1, z:Int = 1):Void
computeList(list:ShaderList):Void
done():Void
@:value({ index : 0 })@:access(h3d.mat.Pass)inlineemit(mat:Material, obj:Object, index:Int = 0):Void
emitLight(l:Light):Void
emitPass(pass:Pass, obj:Object):PassObject
getCameraFrustumBuffer():Buffer
inlinegetGlobal(name:String):Dynamic
inlinenextPass():Void
setCamera(cam:Camera):Void
inlinesetGlobal(name:String, v:Dynamic):Void
setupTarget():Void
start():Void
uploadParams():Void
elapsedTime:Float
engine:Engine
frame:Int
globals:Globals
@:value(new h3d.shader.Buffers())shaderBuffers:Buffers = new h3d.shader.Buffers()
textures:TextureCache
time:Float
clearCurrent():Void
fillGlobals(buf:Buffers, s:RuntimeShader):Void
@:value({ compute : false })fillParams(buf:Buffers, s:RuntimeShader, shaders:ShaderList, compute:Bool = false):Void
@:value({ opt : false })inlinegetParamValue(p:AllocParam, shaders:ShaderList, opt:Bool = false):Dynamic
setCurrent():Void