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Murl Engine Lua Addon API
Version 1.0 beta
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A collection of system-wide constant enumerations.
All enumerations can be accessed by a corresponding Enum accessor.
Limits for rendering slots.
Murl.IEnums.NUM_MATERIAL_SLOTS | Maximum number of material slots. |
Murl.IEnums.NUM_PARAMETERS_SLOTS | Maximum number of parameters slots. |
Murl.IEnums.NUM_TEXTURE_SLOTS | Maximum number of texture slots. |
Murl.IEnums.NUM_VERTICES_SLOTS | Maximum number of vertices slots. |
Murl.IEnums.NUM_LIGHT_SLOTS | Maximum number of light slots. |
Murl.IEnums.NUM_SURFACE_SLOTS | Maximum number of surface slots. |
Murl.IEnums.NUM_ISLAND_SLOTS | Maximum number of island slots. |
Murl.IEnums.NUM_CAMERA_SLOTS | Maximum number of camera slots. |
Murl.IEnums.NUM_LISTENER_SLOTS | Maximum number of listener slots. |
Murl.IEnums.NUM_VIDEO_CULLER_SLOTS | Maximum number of video culler slots. |
Murl.IEnums.NUM_AUDIO_CULLER_SLOTS | Maximum number of audio culler slots. |
Murl.IEnums.NUM_ANCHOR_SLOTS | Maximum number of anchor slots. |
Murl.IEnums.MAX_LAYERS | Maximum number of layers per camera |
Murl.IEnums.MAX_TEXTURE_LAYERS | Maximum number of texture array layers |
Murl.IEnums.MAX_SHADOW_CASCADES |
Available mip-map level generators.
Murl.IEnums.MIP_MAP_GENERATION_MODE_DEFAULT | Use default method. |
Murl.IEnums.MIP_MAP_GENERATION_MODE_NONE | Do not create mip levels. |
Murl.IEnums.MIP_MAP_GENERATION_MODE_FAST | Create mip levels by simple pixel averaging (fast, but not not gamma-correct). |
Murl.IEnums.MIP_MAP_GENERATION_MODE_GAMMA_CORRECT | Perform gamma-correct mip-level generation (slower) |
Murl.IEnums.MIP_MAP_GENERATION_MODE_REPLACE_FAST | Fast mode, replacing any present mip levels |
Murl.IEnums.MIP_MAP_GENERATION_MODE_REPLACE_GAMMA_CORRECT | Gamma-correct mode, replacing any present mip levels |
Murl.IEnums.MIP_MAP_GENERATION_MODE_PRESERVE_FAST | Fast mode, preserving any present mip levels (equivalent to FAST) |
Murl.IEnums.MIP_MAP_GENERATION_MODE_PRESERVE_GAMMA_CORRECT | Gamma-correct mode, preserving any present mip levels (equivalent to GAMMA_CORRECT) |
Murl.IEnums.NUM_MIP_MAP_GENERATION_MODES |
Available pixel formats to use for images and textures.
Murl.IEnums.PIXEL_FORMAT_UNDEFINED | Undefined format |
Murl.IEnums.PIXEL_FORMAT_L8 | 8 bit integer luminance only. |
Murl.IEnums.PIXEL_FORMAT_A8 | 8 bit integer alpha only. |
Murl.IEnums.PIXEL_FORMAT_L8_A8 | 16 bit integer, with 8 luminance bits and 8 alpha bits. |
Murl.IEnums.PIXEL_FORMAT_R8 | 8 bit integer red only. |
Murl.IEnums.PIXEL_FORMAT_R8_G8 | 16 bit integer, with 8 red bits and 8 green bits. |
Murl.IEnums.PIXEL_FORMAT_R8_G8_B8 | 24 bit integer RGB, with 8 bits per component. |
Murl.IEnums.PIXEL_FORMAT_R5_G6_B5 | 16 bit integer RGB, with 5 red bits, 6 green bits and 5 blue bits. |
Murl.IEnums.PIXEL_FORMAT_R8_G8_B8_A8 | 32 bit integer RGBA, with 8 bits per component (always available). |
Murl.IEnums.PIXEL_FORMAT_B8_G8_R8_A8 | 32 bit integer BGRA, with 8 bits per component (on certain platforms). |
Murl.IEnums.PIXEL_FORMAT_A8_B8_G8_R8 | 32 bit integer ABGR, with 8 bits per component (on certain platforms). |
Murl.IEnums.PIXEL_FORMAT_A8_R8_G8_B8 | 32 bit integer ARGB, with 8 bits per component (on certain platforms). |
Murl.IEnums.PIXEL_FORMAT_R5_G5_B5_A1 | 16 bit integer RGBA, with 5 red bits, 5 green bits, 5 blue bits and 1 alpha bit. |
Murl.IEnums.PIXEL_FORMAT_R4_G4_B4_A4 | 16 bit integer RGBA, with 4 bits per component. |
Murl.IEnums.PIXEL_FORMAT_SL8 | 8 bit integer luminance only in sRGB color space. |
Murl.IEnums.PIXEL_FORMAT_SL8_A8 | 16 bit integer, with 8 bits luminance in sRGB color space and 8 bits alpha. |
Murl.IEnums.PIXEL_FORMAT_SR8 | 8 bit integer red only in sRGB color space |
Murl.IEnums.PIXEL_FORMAT_SR8_SG8 | 16 bit integer, with 8 red and 8 green bits in sRGB color space. |
Murl.IEnums.PIXEL_FORMAT_SR8_SG8_SB8 | 24 bit integer sRGB, with 8 bits per component. |
Murl.IEnums.PIXEL_FORMAT_SR8_SG8_SB8_A8 | 32 bit integer sRGB with Alpha, with 8 bits per component |
Murl.IEnums.PIXEL_FORMAT_LF16 | 16 bit half-float luminance only. |
Murl.IEnums.PIXEL_FORMAT_AF16 | 16 bit half-float alpha only. |
Murl.IEnums.PIXEL_FORMAT_LF16_AF16 | 32 bit half-float, with 16 luminance bits and 16 alpha bits. |
Murl.IEnums.PIXEL_FORMAT_RF16 | 16 bit half-float red only. |
Murl.IEnums.PIXEL_FORMAT_RF16_GF16 | 32 bit half-float, with 16 red bits and 16 green bits. |
Murl.IEnums.PIXEL_FORMAT_RF16_GF16_BF16 | 48 bit half-float RGB, with 16 bits per component. |
Murl.IEnums.PIXEL_FORMAT_RF16_GF16_BF16_AF16 | 64 bit half-float RGBA, with 16 bits per component. |
Murl.IEnums.PIXEL_FORMAT_LF32 | 32 bit float luminance only. |
Murl.IEnums.PIXEL_FORMAT_AF32 | 32 bit float alpha only. |
Murl.IEnums.PIXEL_FORMAT_LF32_AF32 | 64 bit float, with 32 luminance bits and 32 alpha bits. |
Murl.IEnums.PIXEL_FORMAT_RF32 | 32 bit float red only. |
Murl.IEnums.PIXEL_FORMAT_RF32_GF32 | 64 bit float, with 32 red bits and 32 green bits. |
Murl.IEnums.PIXEL_FORMAT_RF32_GF32_BF32 | 96 bit float RGB, with 32 bits per component. |
Murl.IEnums.PIXEL_FORMAT_RF32_GF32_BF32_AF32 | 128 bit float RGBA, with 32 bits per component. |
Murl.IEnums.PIXEL_FORMAT_RF11_GF11_BF10 | |
Murl.IEnums.PIXEL_FORMAT_D16 | 16 bit integer depth buffer format. |
Murl.IEnums.PIXEL_FORMAT_D32 | 32 bit integer depth buffer format. |
Murl.IEnums.PIXEL_FORMAT_DF32 | 32 bit float depth buffer format. |
Murl.IEnums.PIXEL_FORMAT_S8 | 8 bit integer stencil buffer format. |
Murl.IEnums.PIXEL_FORMAT_D24_S8 | 32 bit integer combined depth & stencil buffer format, with 24 depth bits and 8 stencil bits. |
Murl.IEnums.PIXEL_FORMAT_DF32_S8 | 64 bit combined depth & stencil buffer format, with 32 float depth bits, 8 stencil bits and 24 unused bits. |
Murl.IEnums.PIXEL_FORMAT_Y8 | |
Murl.IEnums.PIXEL_FORMAT_U8 | |
Murl.IEnums.PIXEL_FORMAT_V8 | |
Murl.IEnums.PIXEL_FORMAT_U8_V8 | |
Murl.IEnums.PIXEL_FORMAT_V8_U8 | |
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGB_4BPPV1 | PVR compressed RGB, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGB_2BPPV1 | PVR compressed RGB, with 2 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGBA_4BPPV1 | PVR compressed RGBA, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGBA_2BPPV1 | PVR compressed RGBA, with 2 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGB_4BPPV1 | PVR compressed sRGB, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGB_2BPPV1 | PVR compressed sRGB, with 2 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGBA_4BPPV1 | PVR compressed sRGB+A, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGBA_2BPPV1 | PVR compressed sRGB+A, with 2 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC1_RGB_4BPP | ETC1 compressed RGB, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_R11_4BPP | ETC2 compressed red only with 4 bits per pixel, representing 11 bit unsigned color values. |
Murl.IEnums.PIXEL_FORMAT_ETC2_SIGNED_R11_4BPP | ETC2 compressed red only with 4 bits per pixel, representing 11 bit signed color values. |
Murl.IEnums.PIXEL_FORMAT_ETC2_RG11_8BPP | ETC2 compressed red/green with 8 bits per pixel, representing 11 bit unsigned color values. |
Murl.IEnums.PIXEL_FORMAT_ETC2_SIGNED_RG11_8BPP | ETC2 compressed red/green with 8 bits per pixel, representing 11 bit signed color values. |
Murl.IEnums.PIXEL_FORMAT_ETC2_RGB8_4BPP | ETC2 compressed RGB, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_4BPP | ETC2 compressed sRGB, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1_4BPP | ETC2 compressed RGB plus 1 bit alpha, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1_4BPP | ETC2 compressed sRGB plus 1 bit alpha, with 4 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_RGBA8_8BPP | ETC2 compressed RGBA, with 8 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_ALPHA8_8BPP | ETC2 compressed sRGB plus Alpha, with 8 bits per pixel. |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_4X4 | ASTC compressed LDR RGBA, with a 4x4 block footprint (8 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_5X4 | ASTC compressed LDR RGBA, with a 5x4 block footprint (6.4 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_5X5 | ASTC compressed LDR RGBA, with a 5x5 block footprint (5.12 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_6X5 | ASTC compressed LDR RGBA, with a 6x5 block footprint (4.27 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_6X6 | ASTC compressed LDR RGBA, with a 6x6 block footprint (3.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X5 | ASTC compressed LDR RGBA, with a 8x5 block footprint (3.2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X6 | ASTC compressed LDR RGBA, with a 8x6 block footprint (2.67 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X8 | ASTC compressed LDR RGBA, with a 8x8 block footprint (2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X5 | ASTC compressed LDR RGBA, with a 10x5 block footprint (2.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X6 | ASTC compressed LDR RGBA, with a 10x6 block footprint (2.13 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X8 | ASTC compressed LDR RGBA, with a 10x8 block footprint (1.6 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X10 | ASTC compressed LDR RGBA, with a 10x10 block footprint (1.28 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_12X10 | ASTC compressed LDR RGBA, with a 12x10 block footprint (1.07 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_12X12 | ASTC compressed LDR RGBA, with a 12x12 block footprint (0.89 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_4X4 | ASTC compressed LDR sRGB with Alpha, with a 4x4 block footprint (8 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_5X4 | ASTC compressed LDR sRGB with Alpha, with a 5x4 block footprint (6.4 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_5X5 | ASTC compressed LDR sRGB with Alpha, with a 5x5 block footprint (5.12 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_6X5 | ASTC compressed LDR sRGB with Alpha, with a 6x5 block footprint (4.27 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_6X6 | ASTC compressed LDR sRGB with Alpha, with a 6x6 block footprint (3.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X5 | ASTC compressed LDR sRGB with Alpha, with a 8x5 block footprint (3.2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X6 | ASTC compressed LDR sRGB with Alpha, with a 8x6 block footprint (2.67 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X8 | ASTC compressed LDR sRGB with Alpha, with a 8x8 block footprint (2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X5 | ASTC compressed LDR sRGB with Alpha, with a 10x5 block footprint (2.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X6 | ASTC compressed LDR sRGB with Alpha, with a 10x6 block footprint (2.13 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X8 | ASTC compressed LDR sRGB with Alpha, with a 10x8 block footprint (1.6 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X10 | ASTC compressed LDR sRGB with Alpha, with a 10x10 block footprint (1.28 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_12X10 | ASTC compressed LDR sRGB with Alpha, with a 12x10 block footprint (1.07 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_12X12 | ASTC compressed LDR sRGB with Alpha, with a 12x12 block footprint (0.89 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_4X4 | ASTC compressed HDR RGBA, with a 4x4 block footprint (8 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_5X4 | ASTC compressed HDR RGBA, with a 5x4 block footprint (6.4 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_5X5 | ASTC compressed HDR RGBA, with a 5x5 block footprint (5.12 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_6X5 | ASTC compressed HDR RGBA, with a 6x5 block footprint (4.27 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_6X6 | ASTC compressed HDR RGBA, with a 6x6 block footprint (3.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X5 | ASTC compressed HDR RGBA, with a 8x5 block footprint (3.2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X6 | ASTC compressed HDR RGBA, with a 8x6 block footprint (2.67 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X8 | ASTC compressed HDR RGBA, with a 8x8 block footprint (2 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X5 | ASTC compressed HDR RGBA, with a 10x5 block footprint (2.56 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X6 | ASTC compressed HDR RGBA, with a 10x6 block footprint (2.13 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X8 | ASTC compressed HDR RGBA, with a 10x8 block footprint (1.6 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X10 | ASTC compressed HDR RGBA, with a 10x10 block footprint (1.28 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_12X10 | ASTC compressed HDR RGBA, with a 12x10 block footprint (1.07 bpp) |
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_12X12 | ASTC compressed HDR RGBA, with a 12x12 block footprint (0.89 bpp) |
Murl.IEnums.PIXEL_FORMAT_BC1_RGB_4BPP | BC1 (a.k.a. DXT1) compressed RGB, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC1_SRGB_4BPP | BC1 (a.k.a. DXT1) compressed sRGB, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC1_RGBA_4BPP | BC1 (a.k.a. DXT1) compressed RGB plus 1 bit alpha, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC1_SRGBA_4BPP | BC1 (a.k.a. DXT1) compressed sRGB plus 1 bit alpha, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC2_RGBA_8BPP | BC2 (a.k.a. DXT3) compressed RGBA, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC2_SRGBA_8BPP | BC2 (a.k.a. DXT3) compressed sRGBA, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC3_RGBA_8BPP | BC3 (a.k.a. DXT5) compressed RGBA, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC3_SRGBA_8BPP | BC3 (a.k.a. DXT5) compressed sRGBA, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC4_R_4BPP | BC4 compressed red only, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC5_RG_8BPP | BC5 compressed red/green, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC6_RGB_SF_8BPP | BC6 compressed signed float RGB, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC6_RGB_UF_8BPP | BC6 compressed unsigned float RGB, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC7_RGBA_8BPP | BC7 compressed RGBA, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_BC7_SRGBA_8BPP | BC7 compressed sRGB plus Alpha, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_RGTC_R_U_4BPP | RGTC compressed unsigned red only, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_RGTC_R_S_4BPP | RGTC compressed signed red only, with 8 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_RGTC_RG_U_8BPP | RGTC compressed unsigned red/green, with 16 bytes per block. |
Murl.IEnums.PIXEL_FORMAT_RGTC_RG_S_8BPP | RGTC compressed signed red/green, with 16 bytes per block. |
Murl.IEnums.NUM_PIXEL_FORMATS |
Available video stream formats.
Murl.IEnums.VIDEO_STREAM_FORMAT_DEFAULT | The default formats |
Murl.IEnums.VIDEO_STREAM_FORMAT_RAW | Raw format, i.e. uncompressed pixel values. |
Murl.IEnums.VIDEO_STREAM_FORMAT_JPG | JPEG format. |
Murl.IEnums.VIDEO_STREAM_FORMAT_PNG | PNG format. |
Murl.IEnums.VIDEO_STREAM_FORMAT_PVR | PowerVR texture compression format (PVRTC). |
Murl.IEnums.VIDEO_STREAM_FORMAT_WEBP | WEBP format. |
Murl.IEnums.VIDEO_STREAM_FORMAT_DDS | DirectX surface (DDS) format. |
Murl.IEnums.VIDEO_STREAM_FORMAT_KTX | Khronos texture (KTX) format. |
Murl.IEnums.VIDEO_STREAM_FORMAT_ASTC | ASTC format. |
Murl.IEnums.NUM_VIDEO_STREAM_FORMATS |
Available formats for stand-alone color buffers. These formats are used only for stand-alone color buffers used in a multisample frame buffer. If rendering to a color texture is desired, one of the IEnums::PixelFormat enum values must be used for that texture.
Murl.IEnums.COLOR_BUFFER_FORMAT_UNDEFINED | Undefined color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_NONE | No format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_GENERIC | Any suitable color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R8 | Explicit 8 bit integer red only color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8 | Explicit 8 bit integer red/green color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8_B8 | Explicit 8 bit integer RGB color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R5_G6_B5 | Explicit integer 5:6:5 RGB color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8_B8_A8 | Explicit 8 bit integer RGBA color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R5_G5_B5_A1 | Explicit integer 5:5:5 RGB color buffer format with 1 bit alpha. |
Murl.IEnums.COLOR_BUFFER_FORMAT_R4_G4_B4_A4 | Explicit 4 bit integer RGBA color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8 | Explicit sRGB 8 bit integer red only color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8 | Explicit sRGB 8 bit integer red/green color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8_SB8 | Explicit sRGB 8 bit integer RGB color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8_SB8_A8 | Explicit sRGB 8 bit integer RGBA color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16 | Explicit 16 bit half float red only color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16 | Explicit 16 bit half float red/green color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16_BF16 | Explicit 16 bit half float RGB color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16_BF16_AF16 | Explicit 16 bit half float RGBA color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32 | Explicit 32 bit float red only color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32 | Explicit 32 bit float red/green color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32_BF32 | Explicit 32 bit float RGB color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32_BF32_AF32 | Explicit 32 bit float RGBA color buffer format. |
Murl.IEnums.COLOR_BUFFER_FORMAT_RF11_GF11_BF10 | Explicit floating point RGB color buffer format, packed into a single 32 bit value. |
Murl.IEnums.NUM_COLOR_BUFFER_FORMATS |
Available formats for stand-alone depth buffers. These formats are used only for stand-alone depth buffers; if rendering to a depth texture is desired, one of the IEnums::PixelFormat enum values must be used for that texture. To create a combined depth/stencil buffer, use the IEnums::DEPTH_BUFFER_FORMAT_D24_S8 and IEnums::STENCIL_BUFFER_FORMAT_D24_S8 formats (or their DF32 equivalents) in combination.
Murl.IEnums.DEPTH_BUFFER_FORMAT_UNDEFINED | Undefined depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_NONE | No format; use this during frame buffer creation when no depth buffer is needed. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_GENERIC | Any suitable depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_D16 | Explicit 16 bit integer depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_D24 | Explicit 24 bit integer depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_D32 | Explicit 32 bit integer depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_DF32 | Explicit 32 bit float depth buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_D24_S8 | Explicit 32 bit integer combined depth & stencil buffer format. |
Murl.IEnums.DEPTH_BUFFER_FORMAT_DF32_S8 | Explicit 64 bit combined depth & stencil buffer format. |
Murl.IEnums.NUM_DEPTH_BUFFER_FORMATS |
Available formats for stand-alone stencil buffers. These formats are used only for stand-alone stencil buffers; if rendering to a stencil texture is desired, one of the IEnums::PixelFormat enum values must be used for that texture. To create a combined depth/stencil buffer, use the IEnums::DEPTH_BUFFER_FORMAT_D24_S8 and IEnums::STENCIL_BUFFER_FORMAT_D24_S8 formats (or their DF32 equivalents) in combination.
Murl.IEnums.STENCIL_BUFFER_FORMAT_UNDEFINED | Undefined stencil buffer format. |
Murl.IEnums.STENCIL_BUFFER_FORMAT_NONE | No format; use this during frame buffer creation when no stencil buffer is needed. |
Murl.IEnums.STENCIL_BUFFER_FORMAT_GENERIC | Any suitable stencil buffer format. |
Murl.IEnums.STENCIL_BUFFER_FORMAT_S8 | Explicit 8 bit integer stencil buffer format. |
Murl.IEnums.STENCIL_BUFFER_FORMAT_D24_S8 | Explicit 32 bit integer combined depth & stencil buffer format. |
Murl.IEnums.STENCIL_BUFFER_FORMAT_DF32_S8 | Explicit 64 bit combined depth & stencil buffer format. |
Murl.IEnums.NUM_STENCIL_BUFFER_FORMATS |
Available filter types for e.g. image scaling.
Murl.IEnums.FILTER_TYPE_DEFAULT | Default filter type. |
Murl.IEnums.FILTER_TYPE_NEAREST | Nearest neighbor filter. |
Murl.IEnums.FILTER_TYPE_BOX | Nearest neighbor filter. |
Murl.IEnums.FILTER_TYPE_BILINEAR | Nearest neighbor filter. |
Murl.IEnums.FILTER_TYPE_GAUSSIAN | Nearest neighbor filter. |
Murl.IEnums.NUM_FILTER_TYPES |
Available shader program types.
Murl.IEnums.SHADER_TYPE_NONE | Undefined shader type. |
Murl.IEnums.SHADER_TYPE_VERTEX | Vertex shader. |
Murl.IEnums.SHADER_TYPE_FRAGMENT | Fragment shader. |
Murl.IEnums.SHADER_TYPE_ALL | All shaders combined. |
Available shader variable types.
Murl.IEnums.SHADER_VARIABLE_TYPE_UNKNOWN | Unknown type. |
Murl.IEnums.SHADER_VARIABLE_TYPE_CONSTANT | A simple constant to be used in both vertex and fragment shaders. |
Murl.IEnums.SHADER_VARIABLE_TYPE_CONSTANT_BUFFER | A constant buffer containing one or more uniforms to be used in both vertex and fragment shaders. |
Murl.IEnums.SHADER_VARIABLE_TYPE_UNIFORM | A single uniform variable. |
Murl.IEnums.SHADER_VARIABLE_TYPE_ATTRIBUTE | A vertex attribute variable used in a vertex shader. |
Murl.IEnums.SHADER_VARIABLE_TYPE_VARYING | A varying variable, used as output of a vertex shader and input of a fragment shader. |
Murl.IEnums.SHADER_VARIABLE_TYPE_TEXTURE | A texture (sampler) variable. |
Murl.IEnums.NUM_SHADER_VARIABLE_TYPES |
Available shader variable precision qualifiers.
Murl.IEnums.SHADER_VARIABLE_PRECISION_DEFAULT | Default precision. |
Murl.IEnums.SHADER_VARIABLE_PRECISION_LOW | Low precision. |
Murl.IEnums.SHADER_VARIABLE_PRECISION_MEDIUM | Medium precision. |
Murl.IEnums.SHADER_VARIABLE_PRECISION_HIGH | High precision. |
Murl.IEnums.NUM_SHADER_VARIABLE_PRECISIONS |
Available shader languages.
Murl.IEnums.SHADER_LANGUAGE_UNDEFINED | Undefined shader language. |
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_UNKNOWN | Unknown GLSL|ES version |
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_120 | GLSL|ES version 1.20 (OpenGL|ES 2.0) |
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_300 | GLSL|ES version 3.00 (OpenGL|ES 3.0+) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_UNKNOWN | Unknown HLSL version |
Murl.IEnums.SHADER_LANGUAGE_HLSL_20 | HLSL shader model 2.0 (DirectX 9.0) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_20A | HLSL shader model 2.0a (DirectX 9.0a) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_20B | HLSL shader model 2.0b (DirectX 9.0b) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_30 | HLSL shader model 3.0 (DirectX 9.0c) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_91 | HLSL shader model 4.0, level 9.1 (DirectX 11.1 on WinPhone8) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_92 | HLSL shader model 4.0, level 9.2 (DirectX 11.1 on WinPhone8) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_93 | HLSL shader model 4.0, level 9.3 (DirectX 11.1 on WinPhone8) |
Murl.IEnums.SHADER_LANGUAGE_HLSL_40 | HLSL shader model 4.0 |
Available texture wrap modes.
Murl.IEnums.TEXTURE_WRAP_MODE_UNDEFINED | Undefined wrap mode |
Murl.IEnums.TEXTURE_WRAP_MODE_CLAMP_TO_EDGE | Textures are clamped at their edge, i.e. texture coordinates are always in the range 0.0-1.0. |
Murl.IEnums.TEXTURE_WRAP_MODE_REPEAT | Textures are repeated (tiled). |
Murl.IEnums.TEXTURE_WRAP_MODE_MIRRORED_REPEAT | Textures are repeated (tiled), with every second tile mirrored. |
Murl.IEnums.NUM_TEXTURE_WRAP_MODES |
Available texture filter modes for magnification & minification.
Murl.IEnums.TEXTURE_FILTER_UNDEFINED | Undefined texture filter. |
Murl.IEnums.TEXTURE_FILTER_NONE | No filter. |
Murl.IEnums.TEXTURE_FILTER_NEAREST | Nearest-neighbor filter. |
Murl.IEnums.TEXTURE_FILTER_LINEAR | Linear filter. |
Murl.IEnums.NUM_TEXTURE_FILTERS |
Available texture types.
Murl.IEnums.TEXTURE_TYPE_DEFAULT | Default texture type. |
Murl.IEnums.TEXTURE_TYPE_FLAT | A 2D texture. |
Murl.IEnums.TEXTURE_TYPE_CUBE | A cube map texture. |
Murl.IEnums.TEXTURE_TYPE_VOLUME | A 3D volume texture. |
Murl.IEnums.TEXTURE_TYPE_FLAT_ARRAY | An array of 2D textures. |
Murl.IEnums.TEXTURE_TYPE_CUBE_ARRAY | An array of cube map textures. |
Murl.IEnums.NUM_TEXTURE_TYPES |
Mask bits for additional texture sampler parameters. The values in this enumeration are specified as a bit field so they can be ORed together.
Murl.IEnums.TEXTURE_FLAG_MASK_BIT_NONE | No bit set. |
Murl.IEnums.TEXTURE_FLAG_MASK_BIT_SHADOW | The bit to indicate a shadow sampler. |
Available texture semantics.
Murl.IEnums.TEXTURE_SEMANTIC_UNDEFINED | Undefined semantic. |
Murl.IEnums.TEXTURE_SEMANTIC_UNKNOWN | Unknown semantic. |
Murl.IEnums.TEXTURE_SEMANTIC_NONE | No semantic at all. |
Murl.IEnums.TEXTURE_SEMANTIC_DONT_CARE | Don't care. |
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_RED | Ambient lighting red component. |
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_GREEN | Ambient lighting green component. |
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_BLUE | Ambient lighting blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_ALPHA | Ambient lighting alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_LUMINANCE | Ambient lighting luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_RED | Diffuse lighting red component. |
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_GREEN | Diffuse lighting green component. |
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_BLUE | Diffuse lighting blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_ALPHA | Diffuse lighting alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_LUMINANCE | Diffuse lighting luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_RED | Specular lighting red component. |
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_GREEN | Specular lighting green component. |
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_BLUE | Specular lighting blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_ALPHA | Specular lighting alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_LUMINANCE | Specular lighting luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_RED | Emissive lighting red component. |
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_GREEN | Emissive lighting green component. |
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_BLUE | Emissive lighting blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_ALPHA | Emissive lighting alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_LUMINANCE | Emissive lighting luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_RED | Reflection map red component. |
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_GREEN | Reflection map green component. |
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_BLUE | Reflection map blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_ALPHA | Reflection map blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_LUMINANCE | Reflection map luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_RED | Light map/ambient occlusion map red component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_GREEN | Light map/ambient occlusion map green component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_BLUE | Light map/ambient occlusion map blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_ALPHA | Light map/ambient occlusion map alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_LUMINANCE | Light map/ambient occlusion map luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_RED | Projected light texture #0 red component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_GREEN | Projected light texture #0 green component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_BLUE | Projected light texture #0 blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_ALPHA | Projected light texture #0 alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_LUMINANCE | Projected light texture #0 luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_RED | Environment (cube) map red component. |
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_GREEN | Environment (cube) map green component. |
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_BLUE | Environment (cube) map blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_ALPHA | Environment (cube) map alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_LUMINANCE | Environment (cube) map luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_RED | Irradiance (cube) map red component. |
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_GREEN | Irradiance (cube) map green component. |
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_BLUE | Irradiance (cube) map blue component. |
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_ALPHA | Irradiance (cube) map alpha component. |
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_LUMINANCE | Irradiance (cube) map luminance. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_X | Normal map X direction. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_Y | Normal map Y direction. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_Z | Normal map Z direction. |
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_X | Displacement map X direction. |
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_Y | Displacement map Y direction. |
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_Z | Displacement map Z direction. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_X | Normalization cube map X component. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_Y | Normalization cube map Y component. |
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_Z | Normalization cube map Z component. |
Murl.IEnums.TEXTURE_SEMANTIC_OPACITY_VALUE | Opacity value. |
Murl.IEnums.TEXTURE_SEMANTIC_SHININESS_VALUE | Shininess value. |
Murl.IEnums.TEXTURE_SEMANTIC_GLOSSINESS_VALUE | Glossiness value. |
Murl.IEnums.TEXTURE_SEMANTIC_HEIGHT_VALUE | Height map value. |
Murl.IEnums.TEXTURE_SEMANTIC_DISSOLVE_VALUE | Dissolve value. |
Murl.IEnums.NUM_TEXTURE_SEMANTICS |
Available texture upload targets.
Murl.IEnums.TEXTURE_TARGET_DEFAULT | The default texture upload target. |
Murl.IEnums.TEXTURE_TARGET_FLAT | Single target for 2D (flat) textures. |
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_X | The +X face of a cube map texture. |
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_X | The -X face of a cube map texture. |
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_Y | The +Y face of a cube map texture. |
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_Y | The -Y face of a cube map texture. |
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_Z | The +Z face of a cube map texture. |
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_Z | The -Z face of a cube map texture. |
Murl.IEnums.NUM_TEXTURE_TARGETS | |
Murl.IEnums.NUM_TEXTURE_FLAT_TARGETS | |
Murl.IEnums.NUM_TEXTURE_CUBE_TARGETS | |
Murl.IEnums.NUM_TEXTURE_MAX_TARGETS |
Available attachment points to attach a texture to a frame buffer.
Murl.IEnums.TEXTURE_ATTACHMENT_DEFAULT | Default attachment point. |
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_0 | Attachment point for 1st color texture. |
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_1 | Attachment point for 2nd color texture. |
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_2 | Attachment point for 3rd color texture. |
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_3 | Attachment point for 4th color texture. |
Murl.IEnums.TEXTURE_ATTACHMENT_DEPTH_BUFFER_0 | Attachment point for a depth texture. |
Murl.IEnums.TEXTURE_ATTACHMENT_STENCIL_BUFFER_0 | Attachment point for a stencil texture. |
Murl.IEnums.NUM_TEXTURE_ATTACHMENTS |
Available index buffer items.
Murl.IEnums.INDEX_BUFFER_ITEM_DEFAULT | |
Murl.IEnums.NUM_INDEX_BUFFER_ITEMS |
Available data types for index buffer elements.
Murl.IEnums.INDEX_TYPE_UNDEFINED | Undefined data type. |
Murl.IEnums.INDEX_TYPE_UINT8 | Unsigned 8 bit indices. |
Murl.IEnums.INDEX_TYPE_UINT16 | Unsigned 16 bit indices. |
Murl.IEnums.INDEX_TYPE_UINT32 | Unsigned 32 bit indices. |
Murl.IEnums.NUM_INDEX_TYPES |
Available vertex buffer items to be used in vertex shaders.
Murl.IEnums.VERTEX_BUFFER_ITEM_DEFAULT | |
Murl.IEnums.NUM_VERTEX_BUFFER_ITEMS |
Available data types for vertex buffer attribute items.
Murl.IEnums.ATTRIBUTE_TYPE_UNDEFINED | Undefined type. |
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT | Scalar 32 bit float value. |
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_2 | A 2-component vector of 32 bit float values. |
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_3 | A 3-component vector of 32 bit float values. |
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_4 | A 4-component vector of 32 bit float values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT8 | Scalar 8 bit unsigned integer value. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_2 | A 2-component vector of 8 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_3 | A 3-component vector of 8 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_4 | A 4-component vector of 8 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT8 | Scalar 8 bit signed integer value. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_2 | A 2-component vector of 8 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_3 | A 3-component vector of 8 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_4 | A 4-component vector of 8 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT16 | Scalar 16 bit unsigned integer value. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_2 | A 2-component vector of 16 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_3 | A 3-component vector of 16 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_4 | A 4-component vector of 16 bit unsigned integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT16 | Scalar 16 bit signed integer value. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_2 | A 2-component vector of 16 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_3 | A 3-component vector of 16 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_4 | A 4-component vector of 16 bit signed integer values. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8 | Scalar 8 bit unsigned integer value, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_2 | A 2-component vector of 8 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_3 | A 3-component vector of 8 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_4 | A 4-component vector of 8 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8 | Scalar 8 bit signed integer value, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_2 | A 2-component vector of 8 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_3 | A 3-component vector of 8 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_4 | A 4-component vector of 8 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16 | Scalar 16 bit unsigned integer value, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_2 | A 2-component vector of 16 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_3 | A 3-component vector of 16 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_4 | A 4-component vector of 16 bit unsigned integer values, normalized to [0..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16 | Scalar 16 bit signed integer value, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_2 | A 2-component vector of 16 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_3 | A 3-component vector of 16 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_4 | A 4-component vector of 16 bit signed integer values, normalized to [-1..1]. |
Murl.IEnums.NUM_ATTRIBUTE_TYPES |
Available vertex buffer attribute items.
Murl.IEnums.ATTRIBUTE_ITEM_COORD | Vertex coordinates. |
Murl.IEnums.ATTRIBUTE_ITEM_NORMAL | Normal vector. |
Murl.IEnums.ATTRIBUTE_ITEM_BINORMAL | Binormal vector. |
Murl.IEnums.ATTRIBUTE_ITEM_TANGENT | Tangent vector. |
Murl.IEnums.ATTRIBUTE_ITEM_COLOR | Vertex color. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_0 | Texture coordinate set #0. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_1 | Texture coordinate set #1. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_2 | Texture coordinate set #2. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_3 | Texture coordinate set #3. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_4 | Texture coordinate set #4. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_5 | Texture coordinate set #5. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_6 | Texture coordinate set #6. |
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_7 | Texture coordinate set #7. |
Murl.IEnums.ATTRIBUTE_ITEM_BONE_INDICES | Bone indices, to index into a given bone matrix array. |
Murl.IEnums.ATTRIBUTE_ITEM_BONE_WEIGHTS | Bone weights, to blend bones together. |
Murl.IEnums.ATTRIBUTE_ITEM_CUSTOM | Custom item. |
Murl.IEnums.NUM_ATTRIBUTE_ITEMS |
Available data types for constant shader variable items.
Murl.IEnums.CONSTANT_TYPE_UNDEFINED | Undefined type. |
Murl.IEnums.CONSTANT_TYPE_SINT32 | Scalar signed integer type. |
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_2 | 2-component integer vector type. |
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_3 | 3-component integer vector type. |
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_4 | 4-component integer vector type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT | Scalar floating point type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_2 | 2-component floating point vector type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_3 | 3-component floating point vector type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_4 | 4-component floating point vector type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_2 | 2x2 floating point matrix type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_3 | 3x3 floating point matrix type. |
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_4 | 4x4 floating point matrix type. |
Murl.IEnums.CONSTANT_TYPE_BOOL | Scalar signed integer type. |
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_2 | 2-component integer vector type. |
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_3 | 3-component integer vector type. |
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_4 | 4-component integer vector type. |
Murl.IEnums.NUM_CONSTANT_TYPES |
Available constant buffer items to be used in vertex and fragment shaders.
Murl.IEnums.CONSTANT_BUFFER_ITEM_DEFAULT | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_VIEWPORT | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_MODEL | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_CAMERA | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_0 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_1 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_2 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_3 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_4 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_5 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_6 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_LIGHT_7 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_MATERIAL | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SAMPLERS | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_BONES | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_CUSTOM | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_TIME | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_0 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_1 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_2 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_3 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_4 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_5 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_6 | |
Murl.IEnums.CONSTANT_BUFFER_ITEM_SHADOW_7 | |
Murl.IEnums.NUM_CONSTANT_BUFFER_ITEMS |
Available data types for uniform variable items.
Murl.IEnums.UNIFORM_TYPE_UNDEFINED | Undefined type. |
Murl.IEnums.UNIFORM_TYPE_SINT32 | Scalar signed integer type. |
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_2 | 2-component integer vector type. |
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_3 | 3-component integer vector type. |
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_4 | 4-component integer vector type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT | Scalar floating point type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_2 | 2-component floating point vector type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_3 | 3-component floating point vector type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_4 | 4-component floating point vector type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_2 | 2x2 floating point matrix type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_3 | 3x3 floating point matrix type. |
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_4 | 4x4 floating point matrix type. |
Murl.IEnums.UNIFORM_TYPE_SAMPLER_FLAT | Flat texture sampler. |
Murl.IEnums.UNIFORM_TYPE_SAMPLER_CUBE | Cubemap sampler. |
Murl.IEnums.UNIFORM_TYPE_SAMPLER_FLAT_ARRAY | Flat texture array sampler. |
Murl.IEnums.UNIFORM_TYPE_SAMPLER_CUBE_ARRAY | Cubemap array sampler. |
Murl.IEnums.NUM_UNIFORM_TYPES |
Available uniform variable items to be used in vertex and fragment shaders.
Murl.IEnums.UNIFORM_ITEM_VIEWPORT_SIZE | The current viewport size in pixels. |
Murl.IEnums.UNIFORM_ITEM_VIEWPORT_SIZE_INVERTED | The inverted (i.e. reciprocal) viewport size. |
Murl.IEnums.UNIFORM_ITEM_MODEL_MATRIX | The model matrix, to transform from model space to world space. |
Murl.IEnums.UNIFORM_ITEM_CAMERA_WORLD_MATRIX | The camera world matrix. |
Murl.IEnums.UNIFORM_ITEM_CAMERA_VIEW_MATRIX | The camera view matrix, to transform from world space to camera space. |
Murl.IEnums.UNIFORM_ITEM_CAMERA_PROJECTION_MATRIX | The camera projection matrix, to project from camera space to screen space. |
Murl.IEnums.UNIFORM_ITEM_CAMERA_VIEW_PROJECTION_MATRIX | The combined camera view & projection matrix (world space to screen space). |
Murl.IEnums.UNIFORM_ITEM_CAMERA_POSITION | The camera position vector in world space. |
Murl.IEnums.UNIFORM_ITEM_CAMERA_DIRECTION | The camera view direction vector in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_0 | The world matrix of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_1 | The world matrix of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_2 | The world matrix of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_3 | The world matrix of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_4 | The world matrix of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_5 | The world matrix of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_6 | The world matrix of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_7 | The world matrix of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_0 | The view matrix of light unit #0, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_1 | The view matrix of light unit #1, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_2 | The view matrix of light unit #2, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_3 | The view matrix of light unit #3, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_4 | The view matrix of light unit #4, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_5 | The view matrix of light unit #5, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_6 | The view matrix of light unit #6, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_7 | The view matrix of light unit #7, useful for e.g. shadow map generation. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_0 | The projection matrix of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_1 | The projection matrix of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_2 | The projection matrix of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_3 | The projection matrix of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_4 | The projection matrix of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_5 | The projection matrix of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_6 | The projection matrix of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_7 | The projection matrix of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_0 | The combined view & projection matrix of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_1 | The combined view & projection matrix of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_2 | The combined view & projection matrix of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_3 | The combined view & projection matrix of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_4 | The combined view & projection matrix of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_5 | The combined view & projection matrix of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_6 | The combined view & projection matrix of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_7 | The combined view & projection matrix of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_0 | The position vector of light unit #0 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_1 | The position vector of light unit #1 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_2 | The position vector of light unit #2 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_3 | The position vector of light unit #3 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_4 | The position vector of light unit #4 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_5 | The position vector of light unit #5 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_6 | The position vector of light unit #6 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_7 | The position vector of light unit #7 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_0 | The direction vector of light unit #0 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_1 | The direction vector of light unit #1 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_2 | The direction vector of light unit #2 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_3 | The direction vector of light unit #3 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_4 | The direction vector of light unit #4 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_5 | The direction vector of light unit #5 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_6 | The direction vector of light unit #6 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_7 | The direction vector of light unit #7 in world space. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_0 | Light attenuation values for light unit #0, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_1 | Light attenuation values for light unit #1, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_2 | Light attenuation values for light unit #2, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_3 | Light attenuation values for light unit #3, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_4 | Light attenuation values for light unit #4, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_5 | Light attenuation values for light unit #5, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_6 | Light attenuation values for light unit #6, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_7 | Light attenuation values for light unit #7, packed into the X, Y and Z components of a vector. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_0 | Packed light spot values for light unit #0: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_1 | Packed light spot values for light unit #1: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_2 | Packed light spot values for light unit #2: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_3 | Packed light spot values for light unit #3: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_4 | Packed light spot values for light unit #4: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_5 | Packed light spot values for light unit #5: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_6 | Packed light spot values for light unit #6: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_7 | Packed light spot values for light unit #7: X = spot exponent, Y = spot cutoff angle, Z = light intensity. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_0 | The ambient color component for light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_1 | The ambient color component for light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_2 | The ambient color component for light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_3 | The ambient color component for light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_4 | The ambient color component for light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_5 | The ambient color component for light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_6 | The ambient color component for light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_7 | The ambient color component for light unit #7. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_0 | The diffuse color component for light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_1 | The diffuse color component for light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_2 | The diffuse color component for light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_3 | The diffuse color component for light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_4 | The diffuse color component for light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_5 | The diffuse color component for light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_6 | The diffuse color component for light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_7 | The diffuse color component for light unit #7. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_0 | The specular color component for light unit #0. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_1 | The specular color component for light unit #1. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_2 | The specular color component for light unit #2. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_3 | The specular color component for light unit #3. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_4 | The specular color component for light unit #4. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_5 | The specular color component for light unit #5. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_6 | The specular color component for light unit #6. |
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_7 | The specular color component for light unit #7. |
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_AMBIENT | The current material's ambient color component. |
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_DIFFUSE | The current material's diffuse color component. |
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_SPECULAR | The current material's specular color component. |
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_EMISSIVE | The current material's emissive color component (self illumination). |
Murl.IEnums.UNIFORM_ITEM_MATERIAL_SHININESS | The current material's shininess parameter (specular exponent). |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_0 | Sampler for texture unit #0. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_1 | Sampler for texture unit #1. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_2 | Sampler for texture unit #2. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_3 | Sampler for texture unit #3. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_4 | Sampler for texture unit #4. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_5 | Sampler for texture unit #5. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_6 | Sampler for texture unit #6. |
Murl.IEnums.UNIFORM_ITEM_SAMPLER_7 | Sampler for texture unit #7. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_0 | Bone matrix #0. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_1 | Bone matrix #1. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_2 | Bone matrix #2. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_3 | Bone matrix #3. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_4 | Bone matrix #4. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_5 | Bone matrix #5. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_6 | Bone matrix #6. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_7 | Bone matrix #7. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_8 | Bone matrix #8. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_9 | Bone matrix #9. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_10 | Bone matrix #10. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_11 | Bone matrix #11. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_12 | Bone matrix #12. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_13 | Bone matrix #13. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_14 | Bone matrix #14. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_15 | Bone matrix #15. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_16 | Bone matrix #16. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_17 | Bone matrix #17. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_18 | Bone matrix #18. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_19 | Bone matrix #19. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_20 | Bone matrix #20. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_21 | Bone matrix #21. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_22 | Bone matrix #22. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_23 | Bone matrix #23. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_24 | Bone matrix #24. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_25 | Bone matrix #25. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_26 | Bone matrix #26. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_27 | Bone matrix #27. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_28 | Bone matrix #28. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_29 | Bone matrix #29. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_30 | Bone matrix #30. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_31 | Bone matrix #31. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_32 | Bone matrix #32. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_33 | Bone matrix #33. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_34 | Bone matrix #34. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_35 | Bone matrix #35. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_36 | Bone matrix #36. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_37 | Bone matrix #37. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_38 | Bone matrix #38. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_39 | Bone matrix #39. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_40 | Bone matrix #40. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_41 | Bone matrix #41. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_42 | Bone matrix #42. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_43 | Bone matrix #43. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_44 | Bone matrix #44. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_45 | Bone matrix #45. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_46 | Bone matrix #46. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_47 | Bone matrix #47. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_48 | Bone matrix #48. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_49 | Bone matrix #49. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_50 | Bone matrix #50. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_51 | Bone matrix #51. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_52 | Bone matrix #52. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_53 | Bone matrix #53. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_54 | Bone matrix #54. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_55 | Bone matrix #55. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_56 | Bone matrix #56. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_57 | Bone matrix #57. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_58 | Bone matrix #58. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_59 | Bone matrix #59. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_60 | Bone matrix #60. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_61 | Bone matrix #61. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_62 | Bone matrix #62. |
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_63 | Bone matrix #63. |
Murl.IEnums.UNIFORM_ITEM_CUSTOM | Custom item |
Murl.IEnums.UNIFORM_ITEM_TIME_SECONDS | Running time (seconds part) |
Murl.IEnums.UNIFORM_ITEM_TIME_FRACTION | Running time (fractional part) |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_0 | The combined shadow view & projection matrix for cascade #0 of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_0 | The combined shadow view & projection matrix for cascade #0 of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_0 | The combined shadow view & projection matrix for cascade #0 of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_0 | The combined shadow view & projection matrix for cascade #0 of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_0 | The combined shadow view & projection matrix for cascade #0 of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_0 | The combined shadow view & projection matrix for cascade #0 of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_0 | The combined shadow view & projection matrix for cascade #0 of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_0 | The combined shadow view & projection matrix for cascade #0 of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_1 | The combined shadow view & projection matrix for cascade #1 of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_1 | The combined shadow view & projection matrix for cascade #1 of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_1 | The combined shadow view & projection matrix for cascade #1 of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_1 | The combined shadow view & projection matrix for cascade #1 of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_1 | The combined shadow view & projection matrix for cascade #1 of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_1 | The combined shadow view & projection matrix for cascade #1 of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_1 | The combined shadow view & projection matrix for cascade #1 of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_1 | The combined shadow view & projection matrix for cascade #1 of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_2 | The combined shadow view & projection matrix for cascade #2 of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_2 | The combined shadow view & projection matrix for cascade #2 of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_2 | The combined shadow view & projection matrix for cascade #2 of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_2 | The combined shadow view & projection matrix for cascade #2 of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_2 | The combined shadow view & projection matrix for cascade #2 of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_2 | The combined shadow view & projection matrix for cascade #2 of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_2 | The combined shadow view & projection matrix for cascade #2 of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_2 | The combined shadow view & projection matrix for cascade #2 of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_3 | The combined shadow view & projection matrix for cascade #3 of light unit #0. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_3 | The combined shadow view & projection matrix for cascade #3 of light unit #1. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_3 | The combined shadow view & projection matrix for cascade #3 of light unit #2. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_3 | The combined shadow view & projection matrix for cascade #3 of light unit #3. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_3 | The combined shadow view & projection matrix for cascade #3 of light unit #4. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_3 | The combined shadow view & projection matrix for cascade #3 of light unit #5. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_3 | The combined shadow view & projection matrix for cascade #3 of light unit #6. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_3 | The combined shadow view & projection matrix for cascade #3 of light unit #7. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_0 | The shadow split distances (far distances) of light unit #0, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_1 | The shadow split distances (far distances) of light unit #1, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_2 | The shadow split distances (far distances) of light unit #2, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_3 | The shadow split distances (far distances) of light unit #3, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_4 | The shadow split distances (far distances) of light unit #4, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_5 | The shadow split distances (far distances) of light unit #5, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_6 | The shadow split distances (far distances) of light unit #6, packed into XYZW. |
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_7 | The shadow split distances (far distances) of light unit #7, packed into XYZW. |
Murl.IEnums.NUM_UNIFORM_ITEMS |
Available data types for varying variable items.
Murl.IEnums.VARYING_TYPE_UNDEFINED | Undefined type. |
Murl.IEnums.VARYING_TYPE_FLOAT | Scalar floating point type. |
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_2 | 2-component floating point vector type. |
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_3 | 3-component floating point vector type. |
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_4 | 4-component floating point vector type. |
Murl.IEnums.NUM_VARYING_TYPES |
Available primitive types for rendering vertex/index buffers.
Murl.IEnums.PRIMITIVE_TYPE_UNDEFINED | Undefined primitive type. |
Murl.IEnums.PRIMITIVE_TYPE_POINTS | Individual points. |
Murl.IEnums.PRIMITIVE_TYPE_LINE_STRIP | the new starting point. |
Murl.IEnums.PRIMITIVE_TYPE_LINE_LOOP | to the very first point, to form a loop. |
Murl.IEnums.PRIMITIVE_TYPE_LINES | A sequence of lines; every subsequent pair of vertices forms an individual line. |
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLE_STRIP | last two vertices as its first two vertices. |
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLE_FAN | and each triangle shares the last vertex of the previous triangle. |
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLES | individual triangle. |
Murl.IEnums.NUM_PRIMITIVE_TYPES |
Available access modes for e.g. vertex/index buffers.
Murl.IEnums.BUFFER_ACCESS_MODE_DEFAULT | Default access mode. |
Murl.IEnums.BUFFER_ACCESS_MODE_READ_ONLY | Read-only access mode. |
Murl.IEnums.BUFFER_ACCESS_MODE_READ_AND_WRITE | Read-and-write access mode. |
Murl.IEnums.NUM_BUFFER_ACCESS_MODES |
Available types for e.g. vertex/index buffers.
Murl.IEnums.BUFFER_TYPE_DEFAULT | Default buffer type. |
Murl.IEnums.BUFFER_TYPE_STATIC | Static buffer type. |
Murl.IEnums.BUFFER_TYPE_STREAM | Stream buffer type. |
Murl.IEnums.NUM_BUFFER_TYPES |
Available variable types for e.g. Graph::IVariable nodes.
Murl.IEnums.VARIABLE_TYPE_UNDEFINED | Undefined type. |
Murl.IEnums.VARIABLE_TYPE_BOOL | |
Murl.IEnums.VARIABLE_TYPE_REAL | |
Murl.IEnums.VARIABLE_TYPE_SINT32 | |
Murl.IEnums.NUM_VARIABLE_TYPES |
Available timeline units.
Murl.IEnums.TIMELINE_UNIT_0 | Timeline unit #0 |
Murl.IEnums.TIMELINE_UNIT_1 | Timeline unit #1 |
Murl.IEnums.TIMELINE_UNIT_2 | Timeline unit #2 |
Murl.IEnums.TIMELINE_UNIT_3 | Timeline unit #3 |
Murl.IEnums.TIMELINE_UNIT_4 | Timeline unit #4 |
Murl.IEnums.TIMELINE_UNIT_5 | Timeline unit #5 |
Murl.IEnums.TIMELINE_UNIT_6 | Timeline unit #6 |
Murl.IEnums.TIMELINE_UNIT_7 | Timeline unit #7 |
Murl.IEnums.TIMELINE_UNIT_8 | Timeline unit #8 |
Murl.IEnums.TIMELINE_UNIT_9 | Timeline unit #9 |
Murl.IEnums.TIMELINE_UNIT_10 | Timeline unit #10 |
Murl.IEnums.TIMELINE_UNIT_11 | Timeline unit #11 |
Murl.IEnums.TIMELINE_UNIT_12 | Timeline unit #12 |
Murl.IEnums.TIMELINE_UNIT_13 | Timeline unit #13 |
Murl.IEnums.TIMELINE_UNIT_14 | Timeline unit #14 |
Murl.IEnums.TIMELINE_UNIT_15 | Timeline unit #15 |
Murl.IEnums.NUM_TIMELINE_UNITS |
Available bone units.
Murl.IEnums.BONE_UNIT_0 | Bone unit #0 |
Murl.IEnums.BONE_UNIT_1 | Bone unit #1 |
Murl.IEnums.BONE_UNIT_2 | Bone unit #2 |
Murl.IEnums.BONE_UNIT_3 | Bone unit #3 |
Murl.IEnums.BONE_UNIT_4 | Bone unit #4 |
Murl.IEnums.BONE_UNIT_5 | Bone unit #5 |
Murl.IEnums.BONE_UNIT_6 | Bone unit #6 |
Murl.IEnums.BONE_UNIT_7 | Bone unit #7 |
Murl.IEnums.BONE_UNIT_8 | Bone unit #8 |
Murl.IEnums.BONE_UNIT_9 | Bone unit #9 |
Murl.IEnums.BONE_UNIT_10 | Bone unit #10 |
Murl.IEnums.BONE_UNIT_11 | Bone unit #11 |
Murl.IEnums.BONE_UNIT_12 | Bone unit #12 |
Murl.IEnums.BONE_UNIT_13 | Bone unit #13 |
Murl.IEnums.BONE_UNIT_14 | Bone unit #14 |
Murl.IEnums.BONE_UNIT_15 | Bone unit #15 |
Murl.IEnums.BONE_UNIT_16 | Bone unit #16 |
Murl.IEnums.BONE_UNIT_17 | Bone unit #17 |
Murl.IEnums.BONE_UNIT_18 | Bone unit #18 |
Murl.IEnums.BONE_UNIT_19 | Bone unit #19 |
Murl.IEnums.BONE_UNIT_20 | Bone unit #20 |
Murl.IEnums.BONE_UNIT_21 | Bone unit #21 |
Murl.IEnums.BONE_UNIT_22 | Bone unit #22 |
Murl.IEnums.BONE_UNIT_23 | Bone unit #23 |
Murl.IEnums.BONE_UNIT_24 | Bone unit #24 |
Murl.IEnums.BONE_UNIT_25 | Bone unit #25 |
Murl.IEnums.BONE_UNIT_26 | Bone unit #26 |
Murl.IEnums.BONE_UNIT_27 | Bone unit #27 |
Murl.IEnums.BONE_UNIT_28 | Bone unit #28 |
Murl.IEnums.BONE_UNIT_29 | Bone unit #29 |
Murl.IEnums.BONE_UNIT_30 | Bone unit #30 |
Murl.IEnums.BONE_UNIT_31 | Bone unit #31 |
Murl.IEnums.BONE_UNIT_32 | Bone unit #32 |
Murl.IEnums.BONE_UNIT_33 | Bone unit #33 |
Murl.IEnums.BONE_UNIT_34 | Bone unit #34 |
Murl.IEnums.BONE_UNIT_35 | Bone unit #35 |
Murl.IEnums.BONE_UNIT_36 | Bone unit #36 |
Murl.IEnums.BONE_UNIT_37 | Bone unit #37 |
Murl.IEnums.BONE_UNIT_38 | Bone unit #38 |
Murl.IEnums.BONE_UNIT_39 | Bone unit #39 |
Murl.IEnums.BONE_UNIT_40 | Bone unit #40 |
Murl.IEnums.BONE_UNIT_41 | Bone unit #41 |
Murl.IEnums.BONE_UNIT_42 | Bone unit #42 |
Murl.IEnums.BONE_UNIT_43 | Bone unit #43 |
Murl.IEnums.BONE_UNIT_44 | Bone unit #44 |
Murl.IEnums.BONE_UNIT_45 | Bone unit #45 |
Murl.IEnums.BONE_UNIT_46 | Bone unit #46 |
Murl.IEnums.BONE_UNIT_47 | Bone unit #47 |
Murl.IEnums.BONE_UNIT_48 | Bone unit #48 |
Murl.IEnums.BONE_UNIT_49 | Bone unit #49 |
Murl.IEnums.BONE_UNIT_50 | Bone unit #50 |
Murl.IEnums.BONE_UNIT_51 | Bone unit #51 |
Murl.IEnums.BONE_UNIT_52 | Bone unit #52 |
Murl.IEnums.BONE_UNIT_53 | Bone unit #53 |
Murl.IEnums.BONE_UNIT_54 | Bone unit #54 |
Murl.IEnums.BONE_UNIT_55 | Bone unit #55 |
Murl.IEnums.BONE_UNIT_56 | Bone unit #56 |
Murl.IEnums.BONE_UNIT_57 | Bone unit #57 |
Murl.IEnums.BONE_UNIT_58 | Bone unit #58 |
Murl.IEnums.BONE_UNIT_59 | Bone unit #59 |
Murl.IEnums.BONE_UNIT_60 | Bone unit #60 |
Murl.IEnums.BONE_UNIT_61 | Bone unit #61 |
Murl.IEnums.BONE_UNIT_62 | Bone unit #62 |
Murl.IEnums.BONE_UNIT_63 | Bone unit #63 |
Murl.IEnums.NUM_BONE_UNITS |
Available light units.
Murl.IEnums.LIGHT_UNIT_0 | Light unit #0 |
Murl.IEnums.LIGHT_UNIT_1 | Light unit #1 |
Murl.IEnums.LIGHT_UNIT_2 | Light unit #2 |
Murl.IEnums.LIGHT_UNIT_3 | Light unit #3 |
Murl.IEnums.NUM_LIGHT_UNITS |
Available texture units.
Murl.IEnums.TEXTURE_UNIT_0 | Texture unit #0 |
Murl.IEnums.TEXTURE_UNIT_1 | Texture unit #1 |
Murl.IEnums.TEXTURE_UNIT_2 | Texture unit #2 |
Murl.IEnums.TEXTURE_UNIT_3 | Texture unit #3 |
Murl.IEnums.TEXTURE_UNIT_4 | Texture unit #4 |
Murl.IEnums.TEXTURE_UNIT_5 | Texture unit #5 |
Murl.IEnums.TEXTURE_UNIT_6 | Texture unit #6 |
Murl.IEnums.TEXTURE_UNIT_7 | Texture unit #7 |
Murl.IEnums.NUM_TEXTURE_UNITS |
Polygon vertex order.
Murl.IEnums.VERTEX_ORDER_UNDEFINED | Undefined. |
Murl.IEnums.VERTEX_ORDER_CLOCKWISE | Front faces are in clockwise vertex order. |
Murl.IEnums.VERTEX_ORDER_COUNTER_CLOCKWISE | Front faces are in counter-clockwise vertex order. |
Polygon faces.
Murl.IEnums.POLYGON_FACES_UNDEFINED | Undefined. |
Murl.IEnums.POLYGON_FACES_NONE | No faces visible. |
Murl.IEnums.POLYGON_FACES_FRONT_ONLY | Only front faces visible (i.e. back face culling enabled). |
Murl.IEnums.POLYGON_FACES_BACK_ONLY | Only back faces visible (i.e. front face culling enabled). |
Murl.IEnums.POLYGON_FACES_FRONT_AND_BACK | Both front and back faces visible (i.e. culling disabled). |
Color buffer access mode during rendering.
Murl.IEnums.COLOR_BUFFER_MODE_UNDEFINED | Undefined mode. |
Murl.IEnums.COLOR_BUFFER_MODE_NONE | No access (no color values are written) |
Murl.IEnums.COLOR_BUFFER_MODE_WRITE_ONLY | Write access (default for rendering) |
Mask bits to control which color components are written. The values in this enumeration are specified as a bit field so they can be ORed together. If the renderer's color buffer mode is set to IEnums::COLOR_BUFFER_MODE_WRITE_ONLY, a set mask bit enables writing to the respective color channel. In case of IEnums::COLOR_BUFFER_MODE_NONE this has no effect.
Murl.IEnums.COLOR_BUFFER_MASK_BIT_NONE | No bit set. |
Murl.IEnums.COLOR_BUFFER_MASK_BIT_RED | The bit to enable writing of the red color component. |
Murl.IEnums.COLOR_BUFFER_MASK_BIT_GREEN | The bit to enable writing of the green color component. |
Murl.IEnums.COLOR_BUFFER_MASK_BIT_BLUE | The bit to enable writing of the blue color component. |
Murl.IEnums.COLOR_BUFFER_MASK_BIT_ALPHA | The bit to enable writing of the alpha color component. |
Stencil buffer access mode during rendering.
Murl.IEnums.STENCIL_BUFFER_MODE_UNDEFINED | Undefined mode. |
Murl.IEnums.STENCIL_BUFFER_MODE_NONE | No access (no stencil values are read or written) |
Murl.IEnums.STENCIL_BUFFER_MODE_READ_ONLY | Read-only access |
Murl.IEnums.STENCIL_BUFFER_MODE_WRITE_ONLY | Write-only access |
Murl.IEnums.STENCIL_BUFFER_MODE_READ_AND_WRITE | Read-and-write access |
Mask bits to control which stencil buffer bits are written. The values in this enumeration are specified as a bit field so they can be ORed together. If the renderer's stencil buffer mode is set to IEnums::STENCIL_BUFFER_MODE_WRITE_ONLY or IEnums::STENCIL_BUFFER_MODE_READ_AND_WRITE, , a set mask bit enables writing to the respective bit. In case of all other stencil buffer modes, this has no effect.
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_NONE | No bit set. |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_0 | Enable stencil bit #0 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_1 | Enable stencil bit #1 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_2 | Enable stencil bit #2 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_3 | Enable stencil bit #3 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_4 | Enable stencil bit #4 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_5 | Enable stencil bit #5 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_6 | Enable stencil bit #6 |
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_7 | Enable stencil bit #7 |
Stencil test functions. There is a number of different functions that can be used for stencil value comparison when the stencil buffer is enabled. In this case, during rendering of each individual fragment, the fragment's associated stencil value present in the stencil buffer is compared to a reference value, using one of the given functions. Depending on the result of this comparison, a specific IEnums::StencilBufferAction can be carried out to modify this stencil value. By setting an IEnums::StencilBufferMask value of other than IEnums::STENCIL_BUFFER_MASK_ALL, it is possible to control which bits of the stencil buffer and reference value are actually used for comparison and modification.
Murl.IEnums.STENCIL_TEST_FUNCTION_UNDEFINED | Undefined function. |
Murl.IEnums.STENCIL_TEST_FUNCTION_NEVER | Stencil test always fails. |
Murl.IEnums.STENCIL_TEST_FUNCTION_LESS | Stencil test passes, if (ref & mask) < (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_LESS_OR_EQUAL | Stencil test passes, if (ref & mask) <= (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_GREATER | Stencil test passes, if (ref & mask) > (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_GREATER_OR_EQUAL | Stencil test passes, if (ref & mask) >= (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_EQUAL | Stencil test passes, if (ref & mask) == (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_NOT_EQUAL | Stencil test passes, if (ref & mask) != (stencil & mask) |
Murl.IEnums.STENCIL_TEST_FUNCTION_ALWAYS | Stencil test always passes. |
Stencil buffer action. These values specify an action carried out on a fragment's stencil buffer value. Different actions can be carried out, depending if the stencil test fails, if the stencil test passes but the depth buffer test does not, and if both stencil and depth buffer tests pass.
Murl.IEnums.STENCIL_BUFFER_ACTION_UNDEFINED | Undefined action. |
Murl.IEnums.STENCIL_BUFFER_ACTION_KEEP | Keep the value in the stencil buffer. |
Murl.IEnums.STENCIL_BUFFER_ACTION_ZERO | Set the stencil buffer value to zero. |
Murl.IEnums.STENCIL_BUFFER_ACTION_REPLACE | Set the stencil buffer value to the current reference value. |
Murl.IEnums.STENCIL_BUFFER_ACTION_CLAMPED_INCREMENT | Increment the stencil buffer value by 1, clamping at the maximum value (255). |
Murl.IEnums.STENCIL_BUFFER_ACTION_WRAPPED_INCREMENT | Decrement the stencil buffer value by 1, clamping at the minimum value (0). |
Murl.IEnums.STENCIL_BUFFER_ACTION_CLAMPED_DECREMENT | greater than the maximum value (255 => 0). |
Murl.IEnums.STENCIL_BUFFER_ACTION_WRAPPED_DECREMENT | smaller than the maximum value (0 => 255). |
Murl.IEnums.STENCIL_BUFFER_ACTION_INVERT | Invert the value in the stencil buffer bit-wise. |
Depth buffer access mode during rendering.
Murl.IEnums.DEPTH_BUFFER_MODE_UNDEFINED | Undefined mode. |
Murl.IEnums.DEPTH_BUFFER_MODE_NONE | Do not use the depth buffer at all. |
Murl.IEnums.DEPTH_BUFFER_MODE_READ_ONLY | Perform only depth comparisons, but do not update the depth buffer. |
Murl.IEnums.DEPTH_BUFFER_MODE_WRITE_ONLY | Always draw all pixels and update the depth buffer accordingly. |
Murl.IEnums.DEPTH_BUFFER_MODE_READ_AND_WRITE | buffer for all fragments that are not rejected. |
Mask bits to control which depth buffer entries are written.
Murl.IEnums.DEPTH_BUFFER_MASK_BIT_NONE | Nothing is written to the depth buffer. |
Murl.IEnums.DEPTH_BUFFER_MASK_BIT_DEPTH | Depth value is written normally. |
Depth test functions. Depending on the selected depth test function, the GPU decides whether to render or discard individual fragments. The fragment's calculated depth value is compared to the according depth value already present in the depth buffer.
Murl.IEnums.DEPTH_TEST_FUNCTION_UNDEFINED | Undefined function. |
Murl.IEnums.DEPTH_TEST_FUNCTION_NEVER | Depth test always fails. |
Murl.IEnums.DEPTH_TEST_FUNCTION_LESS | Depth test passes if fragment depth < stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_LESS_OR_EQUAL | Depth test passes if fragment depth <= stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_GREATER | Depth test passes if fragment depth > stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_GREATER_OR_EQUAL | Depth test passes if fragment depth >= stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_EQUAL | Depth test passes if fragment depth == stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_NOT_EQUAL | Depth test passes if fragment depth != stored depth |
Murl.IEnums.DEPTH_TEST_FUNCTION_ALWAYS | Depth test always passes |
Depth test modes. When using depth textures, the depth test mode defines how the actual result of a texture sample operation in the shader gets calculated. A value of NONE directly returns the actually stored value in the texture. A value of REFERENCE returns the result of the comparison to a given reference value, using a given DepthTestFunction.
Murl.IEnums.DEPTH_TEST_MODE_UNDEFINED | Undefined function. |
Murl.IEnums.DEPTH_TEST_MODE_NONE | Depth test always fails. |
Murl.IEnums.DEPTH_TEST_MODE_REFERENCE | Depth test passes if fragment depth < stored depth |
Available object sorting modes. Renderable objects can be pre-sorted in different ways. In general, for any opaque objects the "BY_MATERIAL" mode is the preferred one, as it groups together any drawables that share common material properties, including texture sets and GPU programs used. For (semi-)transparent objects, the "BY_DEPTH" mode is usually needed, so that the correct back-to-front drawing order is maintained for blending. If the "DEFAULT" mode is selected, the engine sets one of the two explicit modes, with "BY_DEPTH" being used whenever the material does not write to the Z buffer.
Murl.IEnums.OBJECT_SORT_MODE_UNDEFINED | Undefined mode |
Murl.IEnums.OBJECT_SORT_MODE_BY_MATERIAL | Sort objects according to their material properties |
Murl.IEnums.OBJECT_SORT_MODE_BY_DEPTH | Sort objects according to their distance from the viewer |
Available depth sorting modes. If depth comparisons are performed in software on an object-level (i.e. depth buffer writes are disabled), there is a number of different depth sorting measures that can be applied.
Murl.IEnums.DEPTH_SORT_MODE_UNDEFINED | Undefined mode |
Murl.IEnums.DEPTH_SORT_MODE_NONE | Do not sort according to a depth value. |
Murl.IEnums.DEPTH_SORT_MODE_WORLD_Z | Simple world-Z sorting (absolute Z position in world space) |
Murl.IEnums.DEPTH_SORT_MODE_DISTANCE | Sort according to squared distance from camera. |
Murl.IEnums.DEPTH_SORT_MODE_VIEW_Z | Simple view-Z sorting (Z distance in camera space) |
Available blending modes. Fragment blending in the GPU is done as a fixed-function stage in the pipeline. By enabling alpha blending, the output color value written in the fragment shader (or in the fixed function fragment stage) may contain an alpha value other than the maximum, which can be used to blend that fragment with the color value already present in the color buffer at the respective location, using one of the available IEnums::BlendFunction to calculate source and destination values, and an IEnums::BlendEquation to specify how these two are actually combined.
Murl.IEnums.BLEND_MODE_UNDEFINED | Undefined mode. |
Murl.IEnums.BLEND_MODE_NONE | Blending is disabled. |
Murl.IEnums.BLEND_MODE_ALPHA | The fragment's output color alpha value is used for blending. |
Available blend equations. See IEnums::BlendMode.
Murl.IEnums.BLEND_EQUATION_UNDEFINED | Undefined equation. |
Murl.IEnums.BLEND_EQUATION_ADD | Resulting color = source color + destination color. |
Murl.IEnums.BLEND_EQUATION_SUBTRACT | Resulting color = source color - destination color. |
Murl.IEnums.BLEND_EQUATION_REVERSE_SUBTRACT | Resulting color = destination color - source color. |
Available blend functions. To determine the actual values for source and destination color to be combined by a specific IEnums::BlendEquation, it is possible to set a different blend function for both source and destination. In addition, it is also possible to specify separate functions for color and alpha values, resulting in 4 distinct values. See IEnums::BlendMode.
Murl.IEnums.BLEND_FUNCTION_UNDEFINED | Undefined function. |
Murl.IEnums.BLEND_FUNCTION_ZERO | Zero color (i.e. all black, with 0% alpha) |
Murl.IEnums.BLEND_FUNCTION_ONE | Full color (i.e. all white, with 100% alpha) |
Murl.IEnums.BLEND_FUNCTION_SRC_COLOR | The source input color. |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_SRC_COLOR | The inverted source input color. |
Murl.IEnums.BLEND_FUNCTION_DST_COLOR | The destination input color. |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_DST_COLOR | The inverted destination input color. |
Murl.IEnums.BLEND_FUNCTION_SRC_ALPHA | The source input color's alpha value, used for all 4 color components (RGBA). |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_SRC_ALPHA | The inverted source input color's alpha value, used for all 4 color components (RGBA). |
Murl.IEnums.BLEND_FUNCTION_DST_ALPHA | The destination input color's alpha value, used for all 4 color components (RGBA). |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_DST_ALPHA | The inverted destination input color's alpha value, used for all 4 color components (RGBA). |
Murl.IEnums.BLEND_FUNCTION_CONSTANT_COLOR | Constant blend color. |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_CONSTANT_COLOR | Inverted constant blend color. |
Murl.IEnums.BLEND_FUNCTION_CONSTANT_ALPHA | Constant alpha. |
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_CONSTANT_ALPHA | Inverted constant alpha. |
Murl.IEnums.BLEND_FUNCTION_SRC_ALPHA_SATURATE | The source input color's saturated alpha value, used for all 4 color components (RGBA). |
Color components
Murl.IEnums.COLOR_COMPONENT_RED | Red component |
Murl.IEnums.COLOR_COMPONENT_GREEN | Green component |
Murl.IEnums.COLOR_COMPONENT_BLUE | Blue component |
Murl.IEnums.COLOR_COMPONENT_ALPHA | Alpha component |
Murl.IEnums.NUM_COLOR_COMPONENTS |
The lighting model used for fixed-function rendering.
Murl.IEnums.LIGHT_MODEL_ONE_SIDED | One-sided lighting model. |
Murl.IEnums.LIGHT_MODEL_TWO_SIDED | Two-sided lighting model. |
Murl.IEnums.NUM_LIGHT_MODELS |
Available lighting equation components. These components are used for both material and light source parameters, except the EMISSIVE component, which does not make any sense for light sources.
Murl.IEnums.LIGHTING_COMPONENT_AMBIENT | Ambient component. |
Murl.IEnums.LIGHTING_COMPONENT_DIFFUSE | Diffuse component. |
Murl.IEnums.LIGHTING_COMPONENT_SPECULAR | Specular component. |
Murl.IEnums.LIGHTING_COMPONENT_EMISSIVE | Emissive component. |
Murl.IEnums.NUM_LIGHTING_COMPONENTS |
Available light types. See Graph::ILight for a detailed description.
Murl.IEnums.LIGHT_TYPE_DIRECTIONAL | Directional light. |
Murl.IEnums.LIGHT_TYPE_POINT | Point light. |
Murl.IEnums.LIGHT_TYPE_SPOT | Spot light. |
Murl.IEnums.NUM_LIGHT_TYPES |
Available light projection shapes.
Murl.IEnums.LIGHT_SHAPE_CIRCLE | A circular light. |
Murl.IEnums.LIGHT_SHAPE_RECTANGLE | A rectangular light. |
Murl.IEnums.NUM_LIGHT_SHAPES |
Available modes for shadow volume generation.
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_DEFAULT | Default mode. |
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_NONE | Do not generate, i.e. directly use present information as a shadow volume. |
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_FROM_GEOMETRY | Generate from geometry data. Adjacency information must be present. |
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_FROM_COLLIDER | Generate from collider data. Bounding leaves must be present. |
Murl.IEnums.NUM_SHADOW_VOLUME_GENERATION_MODES |
Available modes for shadow map placement.
Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_DEFAULT | Default mode. |
Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_CAMERA_VIEW_VOLUME | Place the shadow map at the center of the actual camera view volume. |
Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_CAMERA_BOUNDING_SPHERE | Place the shadow map at the center of the camera's bounding sphere. |
Murl.IEnums.NUM_SHADOW_MAP_PLACEMENT_MODES |
Available modes for shadow map alignment.
Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_DEFAULT | Default mode. |
Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_LIGHT_DIRECTION | Align the shadow map to the direction of the light casting the shadow. |
Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_FIXED_PLANE | Align the shadow map to a fixed plane. |
Murl.IEnums.NUM_SHADOW_MAP_ALIGNMENT_MODES |
Available access mode hints for audio/video streams. See IVideoStream or IAudioStream for a detailed description.
Murl.IEnums.STREAM_MODE_INACTIVE | Inactive mode. |
Murl.IEnums.STREAM_MODE_RANDOM_ACCESS | Random access to individual frames or samples. |
Murl.IEnums.STREAM_MODE_RUNNING_FORWARD | Provide a forward sequence of frames or samples. |
Murl.IEnums.NUM_STREAM_MODES |
Generic enumeration for horizontal alignment of objects.
Murl.IEnums.ALIGNMENT_X_UNDEFINED | Undefined alignment. |
Murl.IEnums.ALIGNMENT_X_LEFT | Align at left border. |
Murl.IEnums.ALIGNMENT_X_CENTER | Horizontal center alignment. |
Murl.IEnums.ALIGNMENT_X_RIGHT | Align at right border. |
Murl.IEnums.NUM_ALIGNMENTS_X | |
Murl.IEnums.ALIGNMENT_X_NEGATIVE | Align at negative end (left). |
Murl.IEnums.ALIGNMENT_X_POSITIVE | Align at positive end (right). |
Generic enumeration for vertical alignment of objects.
Murl.IEnums.ALIGNMENT_Y_UNDEFINED | Undefined alignment. |
Murl.IEnums.ALIGNMENT_Y_BOTTOM | Align at bottom border. |
Murl.IEnums.ALIGNMENT_Y_CENTER | Vertical center alignment. |
Murl.IEnums.ALIGNMENT_Y_TOP | Align at top border. |
Murl.IEnums.NUM_ALIGNMENTS_Y | |
Murl.IEnums.ALIGNMENT_Y_NEGATIVE | Align at negative end (bottom). |
Murl.IEnums.ALIGNMENT_Y_POSITIVE | Align at positive end (top). |
Generic enumeration for depth alignment of objects.
Murl.IEnums.ALIGNMENT_Z_UNDEFINED | Undefined alignment. |
Murl.IEnums.ALIGNMENT_Z_BACK | Align at distant border. |
Murl.IEnums.ALIGNMENT_Z_CENTER | Depth center alignment. |
Murl.IEnums.ALIGNMENT_Z_FRONT | Align at near border. |
Murl.IEnums.NUM_ALIGNMENTS_Z | |
Murl.IEnums.ALIGNMENT_Z_NEGATIVE | Align at negative end (distant). |
Murl.IEnums.ALIGNMENT_Z_POSITIVE | Align at positive end (near). |
Enumeration for text-specific horizontal alignment.
Murl.IEnums.TEXT_ALIGNMENT_X_LEFT | Left alignment. |
Murl.IEnums.TEXT_ALIGNMENT_X_CENTER | Horizontal center alignment. |
Murl.IEnums.TEXT_ALIGNMENT_X_RIGHT | Right alignment. |
Murl.IEnums.NUM_TEXT_ALIGNMENTS_X |
Enumeration for text-specific vertical alignment.
Murl.IEnums.TEXT_ALIGNMENT_Y_TOP | Top alignment. |
Murl.IEnums.TEXT_ALIGNMENT_Y_CENTER | Vertical center alignment. |
Murl.IEnums.TEXT_ALIGNMENT_Y_BOTTOM | Bottom alignment. |
Murl.IEnums.TEXT_ALIGNMENT_Y_BASE_LINE | Alignment along a text's base line. |
Murl.IEnums.NUM_TEXT_ALIGNMENTS_Y |
Enumeration for how to calculate the bounding box of an object
Murl.IEnums.OBJECT_BOUNDING_MODE_CONTAINER | Bounds are calculated from the object's container. |
Murl.IEnums.OBJECT_BOUNDING_MODE_CONTENTS | Bounds are calculated from the object itself |
Murl.IEnums.NUM_OBJECT_BOUNDING_MODES |
Generic geometry types used for e.g. collision detection in the physics simulator
Murl.IEnums.GEOMETRY_TYPE_POINT | A single point without dimension. |
Murl.IEnums.GEOMETRY_TYPE_RAY | A ray. |
Murl.IEnums.GEOMETRY_TYPE_SPHERE | A sphere. |
Murl.IEnums.GEOMETRY_TYPE_PLANE | An infinite plane. |
Murl.IEnums.GEOMETRY_TYPE_BOX | A box. |
Murl.IEnums.GEOMETRY_TYPE_MESH | A generic triangle mesh. |
Murl.IEnums.NUM_GEOMETRY_TYPES |
Field types used in the physics simulator.
Murl.IEnums.FIELD_TYPE_ACCELERATION | A field influencing the acceleration of a body. |
Murl.IEnums.FIELD_TYPE_FORCE | A field imposing a force on a body. |
Murl.IEnums.NUM_FIELD_TYPES |
Field shapes used in the physics simulator.
Murl.IEnums.FIELD_SHAPE_PLANE | A planar field. |
Murl.IEnums.FIELD_SHAPE_SPHERE | A spherical field. |
Murl.IEnums.NUM_FIELD_SHAPES |
Individual phases of a single node's traversal
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PRE_PROCESS_CONTROLLERS | Phase 1: Before calling PreProcess*() on all attached controllers. |
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PRE_PROCESS_CONTROLLERS | Phase 2: After calling PreProcess*() on all attached controllers. |
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PROCESS_SELF | Phase 3: Before calling Process*Self() on the node itself |
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PROCESS_SELF | Phase 4: After calling Process*Self() on the node itself |
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PROCESS_CHILDREN | Phase 5: Before calling Process*Children() on the node itself |
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PROCESS_CHILDREN | Phase 6: After calling Process*Children() on the node itself |
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_POST_PROCESS_CONTROLLERS | Phase 7: Before calling PostProcess*() on all attached controllers. |
Murl.IEnums.TRAVERSAL_PHASE_AFTER_POST_PROCESS_CONTROLLERS | Phase 8: After calling PostProcess*() on all attached controllers. |
Murl.IEnums.NUM_TRAVERSAL_PHASES |
Individual states modified during scene graph traversal
Murl.IEnums.TRAVERSAL_STATE_NONE | No state. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_0 | State of texture unit #0. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_1 | State of texture unit #1. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_2 | State of texture unit #2. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_3 | State of texture unit #3. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_4 | State of texture unit #4. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_5 | State of texture unit #5. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_6 | State of texture unit #6. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_7 | State of texture unit #7. |
Murl.IEnums.TRAVERSAL_STATE_LIGHT_0 | State of light unit #0. |
Murl.IEnums.TRAVERSAL_STATE_LIGHT_1 | State of light unit #1. |
Murl.IEnums.TRAVERSAL_STATE_LIGHT_2 | State of light unit #2. |
Murl.IEnums.TRAVERSAL_STATE_LIGHT_3 | State of light unit #3. |
Murl.IEnums.TRAVERSAL_STATE_MATERIAL | Material state. |
Murl.IEnums.TRAVERSAL_STATE_PARAMETERS | Parameters state. |
Murl.IEnums.TRAVERSAL_STATE_BONE | Bone state. |
Murl.IEnums.TRAVERSAL_STATE_TIMELINE | Timeline state. |
Murl.IEnums.TRAVERSAL_STATE_AUDIO_CULLER | Audio culler state. |
Murl.IEnums.TRAVERSAL_STATE_VIDEO_CULLER | Video culler state. |
Murl.IEnums.TRAVERSAL_STATE_CAMERA | Camera state. |
Murl.IEnums.TRAVERSAL_STATE_LISTENER | Listener state. |
Murl.IEnums.TRAVERSAL_STATE_LAYER | Layer state. |
Murl.IEnums.TRAVERSAL_STATE_SURFACE | Physics surface state. |
Murl.IEnums.TRAVERSAL_STATE_ISLAND | Physics island state. |
Murl.IEnums.TRAVERSAL_STATE_ANCHOR | Anchor state |
Murl.IEnums.TRAVERSAL_STATE_AUTO | Flag for automatic state change determination. |
Murl.IEnums.TRAVERSAL_STATE_TEXTURES | |
Murl.IEnums.TRAVERSAL_STATE_LIGHTS | |
Murl.IEnums.TRAVERSAL_STATE_OBJECT | |
Murl.IEnums.TRAVERSAL_STATE_VIEWER | |
Murl.IEnums.TRAVERSAL_STATE_LOGIC | |
Murl.IEnums.TRAVERSAL_STATE_INPUT | |
Murl.IEnums.TRAVERSAL_STATE_OUTPUT | |
Murl.IEnums.TRAVERSAL_STATE_ALL |
Generic enumeration of 3-space axes.
Murl.IEnums.AXIS_X | The X axis. |
Murl.IEnums.AXIS_Y | The Y axis. |
Murl.IEnums.AXIS_Z | The Z axis. |
Murl.IEnums.AXIS_NONE | No axis. |
Murl.IEnums.NUM_AXES |
Sort order enumeration
Murl.IEnums.SORT_ORDER_ASCENDING | Ascending order. |
Murl.IEnums.SORT_ORDER_DESCENDING | Descending order. |
Murl.IEnums.NUM_SORT_ORDERS |
Rotation order enumeration
Murl.IEnums.ROTATION_ORDER_ZYX | ZYX order. |
Murl.IEnums.ROTATION_ORDER_ZXY | ZXY order. |
Murl.IEnums.ROTATION_ORDER_YZX | YZX order. |
Murl.IEnums.ROTATION_ORDER_YXZ | YXZ order. |
Murl.IEnums.ROTATION_ORDER_XZY | XZY order. |
Murl.IEnums.ROTATION_ORDER_XYZ | XYZ order. |
Murl.IEnums.NUM_ROTATION_ORDERS |
Enumeration of different angle measures.
Murl.IEnums.ANGLE_MEASURE_RADIANS | Radians, full circle is [0, 2*PI]. |
Murl.IEnums.ANGLE_MEASURE_DEGREES | Degrees, full circle is [0, 360]. |
Murl.IEnums.NUM_ANGLE_MEASURES |
Enumeration of different length measures.
Murl.IEnums.LENGTH_MEASURE_VIRTUAL | Virtual length unit. |
Murl.IEnums.LENGTH_MEASURE_PIXELS | Pixels. |
Murl.IEnums.LENGTH_MEASURE_MILLIMETERS | Millimeters. |
Murl.IEnums.LENGTH_MEASURE_CENTIMETERS | Centimeters. |
Murl.IEnums.LENGTH_MEASURE_INCHES | Inches. |
Murl.IEnums.NUM_LENGTH_MEASURES |
Compression types used for resource conversion.
Murl.IEnums.COMPRESSION_TYPE_DEFAULT | Default compression |
Murl.IEnums.COMPRESSION_TYPE_LOSSLESS | Lossless compression, e.g. for WEBP images |
Murl.IEnums.COMPRESSION_TYPE_LOSSY | Lossy compression, e.g. for WEBP images |
Murl.IEnums.COMPRESSION_TYPE_BEST | Best compression, e.g. for PNG images |
Murl.IEnums.NUM_COMPRESSION_TYPES |