Murl Engine Lua Addon API  Version 1.0 beta
Graph

A collection of system-wide constant enumerations.

All enumerations can be accessed by a corresponding Enum accessor.


Group members

Enumerations


Limits

Limits for rendering slots.

Murl.IEnums.NUM_MATERIAL_SLOTSMaximum number of material slots.
Murl.IEnums.NUM_PARAMETERS_SLOTSMaximum number of parameters slots.
Murl.IEnums.NUM_TEXTURE_SLOTSMaximum number of texture slots.
Murl.IEnums.NUM_VERTICES_SLOTSMaximum number of vertices slots.
Murl.IEnums.NUM_LIGHT_SLOTSMaximum number of light slots.
Murl.IEnums.NUM_SURFACE_SLOTSMaximum number of surface slots.
Murl.IEnums.NUM_ISLAND_SLOTSMaximum number of island slots.
Murl.IEnums.NUM_CAMERA_SLOTSMaximum number of camera slots.
Murl.IEnums.NUM_LISTENER_SLOTSMaximum number of listener slots.
Murl.IEnums.NUM_VIDEO_CULLER_SLOTSMaximum number of video culler slots.
Murl.IEnums.NUM_AUDIO_CULLER_SLOTSMaximum number of audio culler slots.
Murl.IEnums.NUM_ANCHOR_SLOTSMaximum number of anchor slots.
Murl.IEnums.MAX_LAYERSMaximum number of layers per camera
Murl.IEnums.MAX_TEXTURE_LAYERSMaximum number of texture array layers
Murl.IEnums.MAX_SHADOW_CASCADES

MipMapGenerationMode

Available mip-map level generators.

Murl.IEnums.MIP_MAP_GENERATION_MODE_DEFAULTUse default method.
Murl.IEnums.MIP_MAP_GENERATION_MODE_NONEDo not create mip levels.
Murl.IEnums.MIP_MAP_GENERATION_MODE_FASTCreate mip levels by simple pixel averaging (fast, but not not gamma-correct).
Murl.IEnums.MIP_MAP_GENERATION_MODE_GAMMA_CORRECTPerform gamma-correct mip-level generation (slower)
Murl.IEnums.MIP_MAP_GENERATION_MODE_REPLACE_FASTFast mode, replacing any present mip levels
Murl.IEnums.MIP_MAP_GENERATION_MODE_REPLACE_GAMMA_CORRECTGamma-correct mode, replacing any present mip levels
Murl.IEnums.MIP_MAP_GENERATION_MODE_PRESERVE_FASTFast mode, preserving any present mip levels (equivalent to FAST)
Murl.IEnums.MIP_MAP_GENERATION_MODE_PRESERVE_GAMMA_CORRECTGamma-correct mode, preserving any present mip levels (equivalent to GAMMA_CORRECT)
Murl.IEnums.NUM_MIP_MAP_GENERATION_MODES

PixelFormat

Available pixel formats to use for images and textures.

Murl.IEnums.PIXEL_FORMAT_UNDEFINEDUndefined format
Murl.IEnums.PIXEL_FORMAT_L88 bit integer luminance only.
Murl.IEnums.PIXEL_FORMAT_A88 bit integer alpha only.
Murl.IEnums.PIXEL_FORMAT_L8_A816 bit integer, with 8 luminance bits and 8 alpha bits.
Murl.IEnums.PIXEL_FORMAT_R88 bit integer red only.
Murl.IEnums.PIXEL_FORMAT_R8_G816 bit integer, with 8 red bits and 8 green bits.
Murl.IEnums.PIXEL_FORMAT_R8_G8_B824 bit integer RGB, with 8 bits per component.
Murl.IEnums.PIXEL_FORMAT_R5_G6_B516 bit integer RGB, with 5 red bits, 6 green bits and 5 blue bits.
Murl.IEnums.PIXEL_FORMAT_R8_G8_B8_A832 bit integer RGBA, with 8 bits per component (always available).
Murl.IEnums.PIXEL_FORMAT_B8_G8_R8_A832 bit integer BGRA, with 8 bits per component (on certain platforms).
Murl.IEnums.PIXEL_FORMAT_A8_B8_G8_R832 bit integer ABGR, with 8 bits per component (on certain platforms).
Murl.IEnums.PIXEL_FORMAT_A8_R8_G8_B832 bit integer ARGB, with 8 bits per component (on certain platforms).
Murl.IEnums.PIXEL_FORMAT_R5_G5_B5_A116 bit integer RGBA, with 5 red bits, 5 green bits, 5 blue bits and 1 alpha bit.
Murl.IEnums.PIXEL_FORMAT_R4_G4_B4_A416 bit integer RGBA, with 4 bits per component.
Murl.IEnums.PIXEL_FORMAT_SL88 bit integer luminance only in sRGB color space.
Murl.IEnums.PIXEL_FORMAT_SL8_A816 bit integer, with 8 bits luminance in sRGB color space and 8 bits alpha.
Murl.IEnums.PIXEL_FORMAT_SR88 bit integer red only in sRGB color space
Murl.IEnums.PIXEL_FORMAT_SR8_SG816 bit integer, with 8 red and 8 green bits in sRGB color space.
Murl.IEnums.PIXEL_FORMAT_SR8_SG8_SB824 bit integer sRGB, with 8 bits per component.
Murl.IEnums.PIXEL_FORMAT_SR8_SG8_SB8_A832 bit integer sRGB with Alpha, with 8 bits per component
Murl.IEnums.PIXEL_FORMAT_LF1616 bit half-float luminance only.
Murl.IEnums.PIXEL_FORMAT_AF1616 bit half-float alpha only.
Murl.IEnums.PIXEL_FORMAT_LF16_AF1632 bit half-float, with 16 luminance bits and 16 alpha bits.
Murl.IEnums.PIXEL_FORMAT_RF1616 bit half-float red only.
Murl.IEnums.PIXEL_FORMAT_RF16_GF1632 bit half-float, with 16 red bits and 16 green bits.
Murl.IEnums.PIXEL_FORMAT_RF16_GF16_BF1648 bit half-float RGB, with 16 bits per component.
Murl.IEnums.PIXEL_FORMAT_RF16_GF16_BF16_AF1664 bit half-float RGBA, with 16 bits per component.
Murl.IEnums.PIXEL_FORMAT_LF3232 bit float luminance only.
Murl.IEnums.PIXEL_FORMAT_AF3232 bit float alpha only.
Murl.IEnums.PIXEL_FORMAT_LF32_AF3264 bit float, with 32 luminance bits and 32 alpha bits.
Murl.IEnums.PIXEL_FORMAT_RF3232 bit float red only.
Murl.IEnums.PIXEL_FORMAT_RF32_GF3264 bit float, with 32 red bits and 32 green bits.
Murl.IEnums.PIXEL_FORMAT_RF32_GF32_BF3296 bit float RGB, with 32 bits per component.
Murl.IEnums.PIXEL_FORMAT_RF32_GF32_BF32_AF32128 bit float RGBA, with 32 bits per component.
Murl.IEnums.PIXEL_FORMAT_RF11_GF11_BF10
Murl.IEnums.PIXEL_FORMAT_D1616 bit integer depth buffer format.
Murl.IEnums.PIXEL_FORMAT_D3232 bit integer depth buffer format.
Murl.IEnums.PIXEL_FORMAT_DF3232 bit float depth buffer format.
Murl.IEnums.PIXEL_FORMAT_S88 bit integer stencil buffer format.
Murl.IEnums.PIXEL_FORMAT_D24_S832 bit integer combined depth & stencil buffer format, with 24 depth bits and 8 stencil bits.
Murl.IEnums.PIXEL_FORMAT_DF32_S864 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_4BPPV1PVR compressed RGB, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGB_2BPPV1PVR compressed RGB, with 2 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGBA_4BPPV1PVR compressed RGBA, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_RGBA_2BPPV1PVR compressed RGBA, with 2 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGB_4BPPV1PVR compressed sRGB, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGB_2BPPV1PVR compressed sRGB, with 2 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGBA_4BPPV1PVR compressed sRGB+A, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_PVRTC_SRGBA_2BPPV1PVR compressed sRGB+A, with 2 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC1_RGB_4BPPETC1 compressed RGB, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_R11_4BPPETC2 compressed red only with 4 bits per pixel, representing 11 bit unsigned color values.
Murl.IEnums.PIXEL_FORMAT_ETC2_SIGNED_R11_4BPPETC2 compressed red only with 4 bits per pixel, representing 11 bit signed color values.
Murl.IEnums.PIXEL_FORMAT_ETC2_RG11_8BPPETC2 compressed red/green with 8 bits per pixel, representing 11 bit unsigned color values.
Murl.IEnums.PIXEL_FORMAT_ETC2_SIGNED_RG11_8BPPETC2 compressed red/green with 8 bits per pixel, representing 11 bit signed color values.
Murl.IEnums.PIXEL_FORMAT_ETC2_RGB8_4BPPETC2 compressed RGB, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_4BPPETC2 compressed sRGB, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_RGB8_PUNCHTHROUGH_ALPHA1_4BPPETC2 compressed RGB plus 1 bit alpha, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_PUNCHTHROUGH_ALPHA1_4BPPETC2 compressed sRGB plus 1 bit alpha, with 4 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_RGBA8_8BPPETC2 compressed RGBA, with 8 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ETC2_SRGB8_ALPHA8_8BPPETC2 compressed sRGB plus Alpha, with 8 bits per pixel.
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_4X4ASTC compressed LDR RGBA, with a 4x4 block footprint (8 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_5X4ASTC compressed LDR RGBA, with a 5x4 block footprint (6.4 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_5X5ASTC compressed LDR RGBA, with a 5x5 block footprint (5.12 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_6X5ASTC compressed LDR RGBA, with a 6x5 block footprint (4.27 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_6X6ASTC compressed LDR RGBA, with a 6x6 block footprint (3.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X5ASTC compressed LDR RGBA, with a 8x5 block footprint (3.2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X6ASTC compressed LDR RGBA, with a 8x6 block footprint (2.67 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_8X8ASTC compressed LDR RGBA, with a 8x8 block footprint (2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X5ASTC compressed LDR RGBA, with a 10x5 block footprint (2.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X6ASTC compressed LDR RGBA, with a 10x6 block footprint (2.13 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X8ASTC compressed LDR RGBA, with a 10x8 block footprint (1.6 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_10X10ASTC compressed LDR RGBA, with a 10x10 block footprint (1.28 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_12X10ASTC compressed LDR RGBA, with a 12x10 block footprint (1.07 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_RGBA_12X12ASTC compressed LDR RGBA, with a 12x12 block footprint (0.89 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_4X4ASTC compressed LDR sRGB with Alpha, with a 4x4 block footprint (8 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_5X4ASTC compressed LDR sRGB with Alpha, with a 5x4 block footprint (6.4 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_5X5ASTC compressed LDR sRGB with Alpha, with a 5x5 block footprint (5.12 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_6X5ASTC compressed LDR sRGB with Alpha, with a 6x5 block footprint (4.27 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_6X6ASTC compressed LDR sRGB with Alpha, with a 6x6 block footprint (3.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X5ASTC compressed LDR sRGB with Alpha, with a 8x5 block footprint (3.2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X6ASTC compressed LDR sRGB with Alpha, with a 8x6 block footprint (2.67 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_8X8ASTC compressed LDR sRGB with Alpha, with a 8x8 block footprint (2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X5ASTC compressed LDR sRGB with Alpha, with a 10x5 block footprint (2.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X6ASTC compressed LDR sRGB with Alpha, with a 10x6 block footprint (2.13 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X8ASTC compressed LDR sRGB with Alpha, with a 10x8 block footprint (1.6 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_10X10ASTC compressed LDR sRGB with Alpha, with a 10x10 block footprint (1.28 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_12X10ASTC compressed LDR sRGB with Alpha, with a 12x10 block footprint (1.07 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_SRGB8_ALPHA8_12X12ASTC compressed LDR sRGB with Alpha, with a 12x12 block footprint (0.89 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_4X4ASTC compressed HDR RGBA, with a 4x4 block footprint (8 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_5X4ASTC compressed HDR RGBA, with a 5x4 block footprint (6.4 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_5X5ASTC compressed HDR RGBA, with a 5x5 block footprint (5.12 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_6X5ASTC compressed HDR RGBA, with a 6x5 block footprint (4.27 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_6X6ASTC compressed HDR RGBA, with a 6x6 block footprint (3.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X5ASTC compressed HDR RGBA, with a 8x5 block footprint (3.2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X6ASTC compressed HDR RGBA, with a 8x6 block footprint (2.67 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_8X8ASTC compressed HDR RGBA, with a 8x8 block footprint (2 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X5ASTC compressed HDR RGBA, with a 10x5 block footprint (2.56 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X6ASTC compressed HDR RGBA, with a 10x6 block footprint (2.13 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X8ASTC compressed HDR RGBA, with a 10x8 block footprint (1.6 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_10X10ASTC compressed HDR RGBA, with a 10x10 block footprint (1.28 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_12X10ASTC compressed HDR RGBA, with a 12x10 block footprint (1.07 bpp)
Murl.IEnums.PIXEL_FORMAT_ASTC_HDR_RGBA_12X12ASTC compressed HDR RGBA, with a 12x12 block footprint (0.89 bpp)
Murl.IEnums.PIXEL_FORMAT_BC1_RGB_4BPPBC1 (a.k.a. DXT1) compressed RGB, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC1_SRGB_4BPPBC1 (a.k.a. DXT1) compressed sRGB, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC1_RGBA_4BPPBC1 (a.k.a. DXT1) compressed RGB plus 1 bit alpha, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC1_SRGBA_4BPPBC1 (a.k.a. DXT1) compressed sRGB plus 1 bit alpha, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC2_RGBA_8BPPBC2 (a.k.a. DXT3) compressed RGBA, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC2_SRGBA_8BPPBC2 (a.k.a. DXT3) compressed sRGBA, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC3_RGBA_8BPPBC3 (a.k.a. DXT5) compressed RGBA, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC3_SRGBA_8BPPBC3 (a.k.a. DXT5) compressed sRGBA, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC4_R_4BPPBC4 compressed red only, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC5_RG_8BPPBC5 compressed red/green, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC6_RGB_SF_8BPPBC6 compressed signed float RGB, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC6_RGB_UF_8BPPBC6 compressed unsigned float RGB, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC7_RGBA_8BPPBC7 compressed RGBA, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_BC7_SRGBA_8BPPBC7 compressed sRGB plus Alpha, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_RGTC_R_U_4BPPRGTC compressed unsigned red only, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_RGTC_R_S_4BPPRGTC compressed signed red only, with 8 bytes per block.
Murl.IEnums.PIXEL_FORMAT_RGTC_RG_U_8BPPRGTC compressed unsigned red/green, with 16 bytes per block.
Murl.IEnums.PIXEL_FORMAT_RGTC_RG_S_8BPPRGTC compressed signed red/green, with 16 bytes per block.
Murl.IEnums.NUM_PIXEL_FORMATS

VideoStreamFormat

Available video stream formats.

Murl.IEnums.VIDEO_STREAM_FORMAT_DEFAULTThe default formats
Murl.IEnums.VIDEO_STREAM_FORMAT_RAWRaw format, i.e. uncompressed pixel values.
Murl.IEnums.VIDEO_STREAM_FORMAT_JPGJPEG format.
Murl.IEnums.VIDEO_STREAM_FORMAT_PNGPNG format.
Murl.IEnums.VIDEO_STREAM_FORMAT_PVRPowerVR texture compression format (PVRTC).
Murl.IEnums.VIDEO_STREAM_FORMAT_WEBPWEBP format.
Murl.IEnums.VIDEO_STREAM_FORMAT_DDSDirectX surface (DDS) format.
Murl.IEnums.VIDEO_STREAM_FORMAT_KTXKhronos texture (KTX) format.
Murl.IEnums.VIDEO_STREAM_FORMAT_ASTCASTC format.
Murl.IEnums.VIDEO_STREAM_FORMAT_ZIPZipped raw format, i.e. zip-compressed pixel values.
Murl.IEnums.NUM_VIDEO_STREAM_FORMATS

ColorBufferFormat

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_UNDEFINEDUndefined color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_NONENo format.
Murl.IEnums.COLOR_BUFFER_FORMAT_GENERICAny suitable color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R8Explicit 8 bit integer red only color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8Explicit 8 bit integer red/green color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8_B8Explicit 8 bit integer RGB color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R5_G6_B5Explicit integer 5:6:5 RGB color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R8_G8_B8_A8Explicit 8 bit integer RGBA color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_R5_G5_B5_A1Explicit integer 5:5:5 RGB color buffer format with 1 bit alpha.
Murl.IEnums.COLOR_BUFFER_FORMAT_R4_G4_B4_A4Explicit 4 bit integer RGBA color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8Explicit sRGB 8 bit integer red only color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8Explicit sRGB 8 bit integer red/green color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8_SB8Explicit sRGB 8 bit integer RGB color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_SR8_SG8_SB8_A8Explicit sRGB 8 bit integer RGBA color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16Explicit 16 bit half float red only color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16Explicit 16 bit half float red/green color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16_BF16Explicit 16 bit half float RGB color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF16_GF16_BF16_AF16Explicit 16 bit half float RGBA color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32Explicit 32 bit float red only color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32Explicit 32 bit float red/green color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32_BF32Explicit 32 bit float RGB color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF32_GF32_BF32_AF32Explicit 32 bit float RGBA color buffer format.
Murl.IEnums.COLOR_BUFFER_FORMAT_RF11_GF11_BF10Explicit floating point RGB color buffer format, packed into a single 32 bit value.
Murl.IEnums.NUM_COLOR_BUFFER_FORMATS

DepthBufferFormat

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_UNDEFINEDUndefined depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_NONENo format; use this during frame buffer creation when no depth buffer is needed.
Murl.IEnums.DEPTH_BUFFER_FORMAT_GENERICAny suitable depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_D16Explicit 16 bit integer depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_D24Explicit 24 bit integer depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_D32Explicit 32 bit integer depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_DF32Explicit 32 bit float depth buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_D24_S8Explicit 32 bit integer combined depth & stencil buffer format.
Murl.IEnums.DEPTH_BUFFER_FORMAT_DF32_S8Explicit 64 bit combined depth & stencil buffer format.
Murl.IEnums.NUM_DEPTH_BUFFER_FORMATS

StencilBufferFormat

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_UNDEFINEDUndefined stencil buffer format.
Murl.IEnums.STENCIL_BUFFER_FORMAT_NONENo format; use this during frame buffer creation when no stencil buffer is needed.
Murl.IEnums.STENCIL_BUFFER_FORMAT_GENERICAny suitable stencil buffer format.
Murl.IEnums.STENCIL_BUFFER_FORMAT_S8Explicit 8 bit integer stencil buffer format.
Murl.IEnums.STENCIL_BUFFER_FORMAT_D24_S8Explicit 32 bit integer combined depth & stencil buffer format.
Murl.IEnums.STENCIL_BUFFER_FORMAT_DF32_S8Explicit 64 bit combined depth & stencil buffer format.
Murl.IEnums.NUM_STENCIL_BUFFER_FORMATS

FilterType

Available filter types for e.g. image scaling.

Murl.IEnums.FILTER_TYPE_DEFAULTDefault filter type.
Murl.IEnums.FILTER_TYPE_NEARESTNearest neighbor filter.
Murl.IEnums.FILTER_TYPE_BOXNearest neighbor filter.
Murl.IEnums.FILTER_TYPE_BILINEARNearest neighbor filter.
Murl.IEnums.FILTER_TYPE_GAUSSIANNearest neighbor filter.
Murl.IEnums.NUM_FILTER_TYPES

ShaderType

Available shader program types.

Murl.IEnums.SHADER_TYPE_NONEUndefined shader type.
Murl.IEnums.SHADER_TYPE_VERTEXVertex shader.
Murl.IEnums.SHADER_TYPE_FRAGMENTFragment shader.
Murl.IEnums.SHADER_TYPE_COMPUTECompute shader.
Murl.IEnums.SHADER_TYPE_ALLAll shaders combined.

ShaderVariableType

Available shader variable types.

Murl.IEnums.SHADER_VARIABLE_TYPE_UNKNOWNUnknown type.
Murl.IEnums.SHADER_VARIABLE_TYPE_CONSTANTA simple constant to be used in both vertex and fragment shaders.
Murl.IEnums.SHADER_VARIABLE_TYPE_CONSTANT_BUFFERA constant buffer containing one or more uniforms to be used in both vertex and fragment shaders.
Murl.IEnums.SHADER_VARIABLE_TYPE_UNIFORMA single uniform variable.
Murl.IEnums.SHADER_VARIABLE_TYPE_ATTRIBUTEA vertex attribute variable used in a vertex shader.
Murl.IEnums.SHADER_VARIABLE_TYPE_VARYINGA varying variable, used as output of a vertex shader and input of a fragment shader.
Murl.IEnums.SHADER_VARIABLE_TYPE_TEXTUREA texture (sampler) variable.
Murl.IEnums.NUM_SHADER_VARIABLE_TYPES

ShaderVariablePrecision

Available shader variable precision qualifiers.

Murl.IEnums.SHADER_VARIABLE_PRECISION_DEFAULTDefault precision.
Murl.IEnums.SHADER_VARIABLE_PRECISION_LOWLow precision.
Murl.IEnums.SHADER_VARIABLE_PRECISION_MEDIUMMedium precision.
Murl.IEnums.SHADER_VARIABLE_PRECISION_HIGHHigh precision.
Murl.IEnums.NUM_SHADER_VARIABLE_PRECISIONS

ShaderLanguage

Available shader languages.

Murl.IEnums.SHADER_LANGUAGE_UNDEFINEDUndefined shader language.
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_UNKNOWNUnknown GLSL|ES version
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_120GLSL|ES version 1.20 (OpenGL|ES 2.0)
Murl.IEnums.SHADER_LANGUAGE_GLSL_ES_300GLSL|ES version 3.00 (OpenGL|ES 3.0+)
Murl.IEnums.SHADER_LANGUAGE_HLSL_UNKNOWNUnknown HLSL version
Murl.IEnums.SHADER_LANGUAGE_HLSL_20HLSL shader model 2.0 (DirectX 9.0)
Murl.IEnums.SHADER_LANGUAGE_HLSL_20AHLSL shader model 2.0a (DirectX 9.0a)
Murl.IEnums.SHADER_LANGUAGE_HLSL_20BHLSL shader model 2.0b (DirectX 9.0b)
Murl.IEnums.SHADER_LANGUAGE_HLSL_30HLSL shader model 3.0 (DirectX 9.0c)
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_91HLSL shader model 4.0, level 9.1 (DirectX 11.1 on WinPhone8)
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_92HLSL shader model 4.0, level 9.2 (DirectX 11.1 on WinPhone8)
Murl.IEnums.SHADER_LANGUAGE_HLSL_40_93HLSL shader model 4.0, level 9.3 (DirectX 11.1 on WinPhone8)
Murl.IEnums.SHADER_LANGUAGE_HLSL_40HLSL shader model 4.0
Murl.IEnums.SHADER_LANGUAGE_HLSL_62HLSL shader model 6.0
Murl.IEnums.SHADER_LANGUAGE_SPIRVSpirV binary

TextureWrapMode

Available texture wrap modes.

Murl.IEnums.TEXTURE_WRAP_MODE_UNDEFINEDUndefined wrap mode
Murl.IEnums.TEXTURE_WRAP_MODE_CLAMP_TO_EDGETextures are clamped at their edge, i.e. texture coordinates are always in the range 0.0-1.0.
Murl.IEnums.TEXTURE_WRAP_MODE_REPEATTextures are repeated (tiled).
Murl.IEnums.TEXTURE_WRAP_MODE_MIRRORED_REPEATTextures are repeated (tiled), with every second tile mirrored.
Murl.IEnums.NUM_TEXTURE_WRAP_MODES

TextureFilter

Available texture filter modes for magnification & minification.

Murl.IEnums.TEXTURE_FILTER_UNDEFINEDUndefined texture filter.
Murl.IEnums.TEXTURE_FILTER_NONENo filter.
Murl.IEnums.TEXTURE_FILTER_NEARESTNearest-neighbor filter.
Murl.IEnums.TEXTURE_FILTER_LINEARLinear filter.
Murl.IEnums.NUM_TEXTURE_FILTERS

TextureType

Available texture types.

Murl.IEnums.TEXTURE_TYPE_DEFAULTDefault texture type.
Murl.IEnums.TEXTURE_TYPE_FLATA 2D texture.
Murl.IEnums.TEXTURE_TYPE_CUBEA cube map texture.
Murl.IEnums.TEXTURE_TYPE_VOLUMEA 3D volume texture.
Murl.IEnums.TEXTURE_TYPE_FLAT_ARRAYAn array of 2D textures.
Murl.IEnums.TEXTURE_TYPE_CUBE_ARRAYAn array of cube map textures.
Murl.IEnums.NUM_TEXTURE_TYPES

TextureFlagMaskBit

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_NONENo bit set.
Murl.IEnums.TEXTURE_FLAG_MASK_BIT_SHADOWThe bit to indicate a shadow sampler.

TextureSemantic

Available texture semantics.

Murl.IEnums.TEXTURE_SEMANTIC_UNDEFINEDUndefined semantic.
Murl.IEnums.TEXTURE_SEMANTIC_UNKNOWNUnknown semantic.
Murl.IEnums.TEXTURE_SEMANTIC_NONENo semantic at all.
Murl.IEnums.TEXTURE_SEMANTIC_DONT_CAREDon't care.
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_REDAmbient lighting red component.
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_GREENAmbient lighting green component.
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_BLUEAmbient lighting blue component.
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_ALPHAAmbient lighting alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_AMBIENT_LUMINANCEAmbient lighting luminance.
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_REDDiffuse lighting red component.
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_GREENDiffuse lighting green component.
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_BLUEDiffuse lighting blue component.
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_ALPHADiffuse lighting alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_DIFFUSE_LUMINANCEDiffuse lighting luminance.
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_REDSpecular lighting red component.
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_GREENSpecular lighting green component.
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_BLUESpecular lighting blue component.
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_ALPHASpecular lighting alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_SPECULAR_LUMINANCESpecular lighting luminance.
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_REDEmissive lighting red component.
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_GREENEmissive lighting green component.
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_BLUEEmissive lighting blue component.
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_ALPHAEmissive lighting alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_EMISSIVE_LUMINANCEEmissive lighting luminance.
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_REDReflection map red component.
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_GREENReflection map green component.
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_BLUEReflection map blue component.
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_ALPHAReflection map blue component.
Murl.IEnums.TEXTURE_SEMANTIC_REFLECTION_LUMINANCEReflection map luminance.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_REDLight map/ambient occlusion map red component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_GREENLight map/ambient occlusion map green component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_BLUELight map/ambient occlusion map blue component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_ALPHALight map/ambient occlusion map alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHTMAP_LUMINANCELight map/ambient occlusion map luminance.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_REDProjected light texture #0 red component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_GREENProjected light texture #0 green component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_BLUEProjected light texture #0 blue component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_ALPHAProjected light texture #0 alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_LIGHT_LUMINANCEProjected light texture #0 luminance.
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_REDEnvironment (cube) map red component.
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_GREENEnvironment (cube) map green component.
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_BLUEEnvironment (cube) map blue component.
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_ALPHAEnvironment (cube) map alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_ENVIRONMENT_LUMINANCEEnvironment (cube) map luminance.
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_REDIrradiance (cube) map red component.
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_GREENIrradiance (cube) map green component.
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_BLUEIrradiance (cube) map blue component.
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_ALPHAIrradiance (cube) map alpha component.
Murl.IEnums.TEXTURE_SEMANTIC_IRRADIANCE_LUMINANCEIrradiance (cube) map luminance.
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_XNormal map X direction.
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_YNormal map Y direction.
Murl.IEnums.TEXTURE_SEMANTIC_NORMAL_ZNormal map Z direction.
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_XDisplacement map X direction.
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_YDisplacement map Y direction.
Murl.IEnums.TEXTURE_SEMANTIC_DISPLACEMENT_ZDisplacement map Z direction.
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_XNormalization cube map X component.
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_YNormalization cube map Y component.
Murl.IEnums.TEXTURE_SEMANTIC_NORMALIZATION_ZNormalization cube map Z component.
Murl.IEnums.TEXTURE_SEMANTIC_OPACITY_VALUEOpacity value.
Murl.IEnums.TEXTURE_SEMANTIC_SHININESS_VALUEShininess value.
Murl.IEnums.TEXTURE_SEMANTIC_GLOSSINESS_VALUEGlossiness value.
Murl.IEnums.TEXTURE_SEMANTIC_HEIGHT_VALUEHeight map value.
Murl.IEnums.TEXTURE_SEMANTIC_DISSOLVE_VALUEDissolve value.
Murl.IEnums.NUM_TEXTURE_SEMANTICS

TextureTarget

Available texture upload targets.

Murl.IEnums.TEXTURE_TARGET_DEFAULTThe default texture upload target.
Murl.IEnums.TEXTURE_TARGET_FLATSingle target for 2D (flat) textures.
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_XThe +X face of a cube map texture.
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_XThe -X face of a cube map texture.
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_YThe +Y face of a cube map texture.
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_YThe -Y face of a cube map texture.
Murl.IEnums.TEXTURE_TARGET_CUBE_POS_ZThe +Z face of a cube map texture.
Murl.IEnums.TEXTURE_TARGET_CUBE_NEG_ZThe -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

TextureAttachment

Available attachment points to attach a texture to a frame buffer.

Murl.IEnums.TEXTURE_ATTACHMENT_DEFAULTDefault attachment point.
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_0Attachment point for 1st color texture.
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_1Attachment point for 2nd color texture.
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_2Attachment point for 3rd color texture.
Murl.IEnums.TEXTURE_ATTACHMENT_COLOR_BUFFER_3Attachment point for 4th color texture.
Murl.IEnums.TEXTURE_ATTACHMENT_DEPTH_BUFFER_0Attachment point for a depth texture.
Murl.IEnums.TEXTURE_ATTACHMENT_STENCIL_BUFFER_0Attachment point for a stencil texture.
Murl.IEnums.NUM_TEXTURE_ATTACHMENTS

IndexBufferItem

Available index buffer items.

Murl.IEnums.INDEX_BUFFER_ITEM_DEFAULT
Murl.IEnums.NUM_INDEX_BUFFER_ITEMS

IndexType

Available data types for index buffer elements.

Murl.IEnums.INDEX_TYPE_UNDEFINEDUndefined data type.
Murl.IEnums.INDEX_TYPE_UINT8Unsigned 8 bit indices.
Murl.IEnums.INDEX_TYPE_UINT16Unsigned 16 bit indices.
Murl.IEnums.INDEX_TYPE_UINT32Unsigned 32 bit indices.
Murl.IEnums.NUM_INDEX_TYPES

VertexBufferItem

Available vertex buffer items to be used in vertex shaders.

Murl.IEnums.VERTEX_BUFFER_ITEM_DEFAULT
Murl.IEnums.NUM_VERTEX_BUFFER_ITEMS

AttributeType

Available data types for vertex buffer attribute items.

Murl.IEnums.ATTRIBUTE_TYPE_UNDEFINEDUndefined type.
Murl.IEnums.ATTRIBUTE_TYPE_FLOATScalar 32 bit float value.
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_2A 2-component vector of 32 bit float values.
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_3A 3-component vector of 32 bit float values.
Murl.IEnums.ATTRIBUTE_TYPE_FLOAT_VECTOR_4A 4-component vector of 32 bit float values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT8Scalar 8 bit unsigned integer value.
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_2A 2-component vector of 8 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_3A 3-component vector of 8 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT8_VECTOR_4A 4-component vector of 8 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT8Scalar 8 bit signed integer value.
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_2A 2-component vector of 8 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_3A 3-component vector of 8 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT8_VECTOR_4A 4-component vector of 8 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT16Scalar 16 bit unsigned integer value.
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_2A 2-component vector of 16 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_3A 3-component vector of 16 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT16_VECTOR_4A 4-component vector of 16 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT16Scalar 16 bit signed integer value.
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_2A 2-component vector of 16 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_3A 3-component vector of 16 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT16_VECTOR_4A 4-component vector of 16 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8Scalar 8 bit unsigned integer value, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_2A 2-component vector of 8 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_3A 3-component vector of 8 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT8_VECTOR_4A 4-component vector of 8 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8Scalar 8 bit signed integer value, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_2A 2-component vector of 8 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_3A 3-component vector of 8 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT8_VECTOR_4A 4-component vector of 8 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16Scalar 16 bit unsigned integer value, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_2A 2-component vector of 16 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_3A 3-component vector of 16 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_UINT16_VECTOR_4A 4-component vector of 16 bit unsigned integer values, normalized to [0..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16Scalar 16 bit signed integer value, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_2A 2-component vector of 16 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_3A 3-component vector of 16 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_NORMALIZED_SINT16_VECTOR_4A 4-component vector of 16 bit signed integer values, normalized to [-1..1].
Murl.IEnums.ATTRIBUTE_TYPE_UINT32Scalar 32 bit unsigned integer value.
Murl.IEnums.ATTRIBUTE_TYPE_UINT32_VECTOR_2A 2-component vector of 32 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT32_VECTOR_3A 3-component vector of 32 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_UINT32_VECTOR_4A 4-component vector of 32 bit unsigned integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT32Scalar 32 bit signed integer value.
Murl.IEnums.ATTRIBUTE_TYPE_SINT32_VECTOR_2A 2-component vector of 32 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT32_VECTOR_3A 3-component vector of 32 bit signed integer values.
Murl.IEnums.ATTRIBUTE_TYPE_SINT32_VECTOR_4A 4-component vector of 32 bit signed integer values.
Murl.IEnums.NUM_ATTRIBUTE_TYPES

AttributeItem

Available vertex buffer attribute items.

Murl.IEnums.ATTRIBUTE_ITEM_COORDVertex coordinates.
Murl.IEnums.ATTRIBUTE_ITEM_NORMALNormal vector.
Murl.IEnums.ATTRIBUTE_ITEM_BINORMALBiNormal vector.
Murl.IEnums.ATTRIBUTE_ITEM_TANGENTTangent vector.
Murl.IEnums.ATTRIBUTE_ITEM_COLORVertex color.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_0Texture coordinate set #0.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_1Texture coordinate set #1.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_2Texture coordinate set #2.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_3Texture coordinate set #3.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_4Texture coordinate set #4.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_5Texture coordinate set #5.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_6Texture coordinate set #6.
Murl.IEnums.ATTRIBUTE_ITEM_TEXCOORD_7Texture coordinate set #7.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_INDICESBone indices, to index into a given bone matrix array.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_WEIGHTSBone weights, to blend bones together.
Murl.IEnums.ATTRIBUTE_ITEM_CUSTOMCustom item.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_OFFSET_0Bone offset for index #0.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_OFFSET_1Bone offset for index #1.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_OFFSET_2Bone offset for index #2.
Murl.IEnums.ATTRIBUTE_ITEM_BONE_OFFSET_3Bone offset for index #3.
Murl.IEnums.NUM_ATTRIBUTE_ITEMS

ConstantType

Available data types for constant shader variable items.

Murl.IEnums.CONSTANT_TYPE_UNDEFINEDUndefined type.
Murl.IEnums.CONSTANT_TYPE_SINT32Scalar signed integer type.
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_22-component integer vector type.
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_33-component integer vector type.
Murl.IEnums.CONSTANT_TYPE_SINT32_VECTOR_44-component integer vector type.
Murl.IEnums.CONSTANT_TYPE_FLOATScalar floating point type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_22-component floating point vector type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_33-component floating point vector type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_VECTOR_44-component floating point vector type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_22x2 floating point matrix type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_33x3 floating point matrix type.
Murl.IEnums.CONSTANT_TYPE_FLOAT_MATRIX_44x4 floating point matrix type.
Murl.IEnums.CONSTANT_TYPE_BOOLScalar signed integer type.
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_22-component integer vector type.
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_33-component integer vector type.
Murl.IEnums.CONSTANT_TYPE_BOOL_VECTOR_44-component integer vector type.
Murl.IEnums.NUM_CONSTANT_TYPES

ConstantBufferItem

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

UniformType

Available data types for uniform variable items.

Murl.IEnums.UNIFORM_TYPE_UNDEFINEDUndefined type.
Murl.IEnums.UNIFORM_TYPE_SINT32Scalar signed integer type.
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_22-component integer vector type.
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_33-component integer vector type.
Murl.IEnums.UNIFORM_TYPE_SINT32_VECTOR_44-component integer vector type.
Murl.IEnums.UNIFORM_TYPE_FLOATScalar floating point type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_22-component floating point vector type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_33-component floating point vector type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_VECTOR_44-component floating point vector type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_22x2 floating point matrix type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_33x3 floating point matrix type.
Murl.IEnums.UNIFORM_TYPE_FLOAT_MATRIX_44x4 floating point matrix type.
Murl.IEnums.UNIFORM_TYPE_SAMPLER_FLATFlat texture sampler.
Murl.IEnums.UNIFORM_TYPE_SAMPLER_CUBECubemap sampler.
Murl.IEnums.UNIFORM_TYPE_SAMPLER_FLAT_ARRAYFlat texture array sampler.
Murl.IEnums.UNIFORM_TYPE_SAMPLER_CUBE_ARRAYCubemap array sampler.
Murl.IEnums.NUM_UNIFORM_TYPES

UniformItem

Available uniform variable items to be used in vertex and fragment shaders.

Murl.IEnums.UNIFORM_ITEM_VIEWPORT_SIZEThe current viewport size in pixels.
Murl.IEnums.UNIFORM_ITEM_VIEWPORT_SIZE_INVERTEDThe inverted (i.e. reciprocal) viewport size.
Murl.IEnums.UNIFORM_ITEM_MODEL_MATRIXThe model matrix, to transform from model space to world space.
Murl.IEnums.UNIFORM_ITEM_CAMERA_WORLD_MATRIXThe camera world matrix.
Murl.IEnums.UNIFORM_ITEM_CAMERA_VIEW_MATRIXThe camera view matrix, to transform from world space to camera space.
Murl.IEnums.UNIFORM_ITEM_CAMERA_PROJECTION_MATRIXThe camera projection matrix, to project from camera space to screen space.
Murl.IEnums.UNIFORM_ITEM_CAMERA_VIEW_PROJECTION_MATRIXThe combined camera view & projection matrix (world space to screen space).
Murl.IEnums.UNIFORM_ITEM_CAMERA_POSITIONThe camera position vector in world space.
Murl.IEnums.UNIFORM_ITEM_CAMERA_DIRECTIONThe camera view direction vector in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_0The world matrix of light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_1The world matrix of light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_2The world matrix of light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_3The world matrix of light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_4The world matrix of light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_5The world matrix of light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_6The world matrix of light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_WORLD_MATRIX_7The world matrix of light unit #7.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_0The view matrix of light unit #0, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_1The view matrix of light unit #1, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_2The view matrix of light unit #2, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_3The view matrix of light unit #3, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_4The view matrix of light unit #4, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_5The view matrix of light unit #5, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_6The view matrix of light unit #6, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_MATRIX_7The view matrix of light unit #7, useful for e.g. shadow map generation.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_0The projection matrix of light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_1The projection matrix of light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_2The projection matrix of light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_3The projection matrix of light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_4The projection matrix of light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_5The projection matrix of light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_6The projection matrix of light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_PROJECTION_MATRIX_7The projection matrix of light unit #7.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_0The combined view & projection matrix of light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_1The combined view & projection matrix of light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_2The combined view & projection matrix of light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_3The combined view & projection matrix of light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_4The combined view & projection matrix of light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_5The combined view & projection matrix of light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_6The combined view & projection matrix of light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_VIEW_PROJECTION_MATRIX_7The combined view & projection matrix of light unit #7.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_0The position vector of light unit #0 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_1The position vector of light unit #1 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_2The position vector of light unit #2 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_3The position vector of light unit #3 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_4The position vector of light unit #4 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_5The position vector of light unit #5 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_6The position vector of light unit #6 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_POSITION_7The position vector of light unit #7 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_0The direction vector of light unit #0 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_1The direction vector of light unit #1 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_2The direction vector of light unit #2 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_3The direction vector of light unit #3 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_4The direction vector of light unit #4 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_5The direction vector of light unit #5 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_6The direction vector of light unit #6 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_DIRECTION_7The direction vector of light unit #7 in world space.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_0Light attenuation values for light unit #0, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_1Light attenuation values for light unit #1, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_2Light attenuation values for light unit #2, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_3Light attenuation values for light unit #3, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_4Light attenuation values for light unit #4, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_5Light attenuation values for light unit #5, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_6Light attenuation values for light unit #6, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_ATTENUATION_7Light attenuation values for light unit #7, packed into the X, Y and Z components of a vector.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_0Packed light spot values for light unit #0: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_1Packed light spot values for light unit #1: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_2Packed light spot values for light unit #2: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_3Packed light spot values for light unit #3: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_4Packed light spot values for light unit #4: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_5Packed light spot values for light unit #5: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_6Packed light spot values for light unit #6: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_SPOT_7Packed light spot values for light unit #7: X = spot exponent, Y = spot cutoff angle, Z = light intensity.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_0The ambient color component for light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_1The ambient color component for light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_2The ambient color component for light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_3The ambient color component for light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_4The ambient color component for light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_5The ambient color component for light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_6The ambient color component for light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_AMBIENT_7The ambient color component for light unit #7.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_0The diffuse color component for light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_1The diffuse color component for light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_2The diffuse color component for light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_3The diffuse color component for light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_4The diffuse color component for light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_5The diffuse color component for light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_6The diffuse color component for light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_DIFFUSE_7The diffuse color component for light unit #7.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_0The specular color component for light unit #0.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_1The specular color component for light unit #1.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_2The specular color component for light unit #2.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_3The specular color component for light unit #3.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_4The specular color component for light unit #4.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_5The specular color component for light unit #5.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_6The specular color component for light unit #6.
Murl.IEnums.UNIFORM_ITEM_LIGHT_COLOR_SPECULAR_7The specular color component for light unit #7.
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_AMBIENTThe current material's ambient color component.
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_DIFFUSEThe current material's diffuse color component.
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_SPECULARThe current material's specular color component.
Murl.IEnums.UNIFORM_ITEM_MATERIAL_COLOR_EMISSIVEThe current material's emissive color component (self illumination).
Murl.IEnums.UNIFORM_ITEM_MATERIAL_SHININESSThe current material's shininess parameter (specular exponent).
Murl.IEnums.UNIFORM_ITEM_SAMPLER_0Sampler for texture unit #0.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_1Sampler for texture unit #1.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_2Sampler for texture unit #2.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_3Sampler for texture unit #3.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_4Sampler for texture unit #4.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_5Sampler for texture unit #5.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_6Sampler for texture unit #6.
Murl.IEnums.UNIFORM_ITEM_SAMPLER_7Sampler for texture unit #7.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_0Bone matrix #0.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_1Bone matrix #1.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_2Bone matrix #2.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_3Bone matrix #3.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_4Bone matrix #4.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_5Bone matrix #5.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_6Bone matrix #6.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_7Bone matrix #7.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_8Bone matrix #8.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_9Bone matrix #9.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_10Bone matrix #10.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_11Bone matrix #11.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_12Bone matrix #12.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_13Bone matrix #13.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_14Bone matrix #14.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_15Bone matrix #15.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_16Bone matrix #16.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_17Bone matrix #17.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_18Bone matrix #18.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_19Bone matrix #19.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_20Bone matrix #20.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_21Bone matrix #21.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_22Bone matrix #22.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_23Bone matrix #23.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_24Bone matrix #24.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_25Bone matrix #25.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_26Bone matrix #26.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_27Bone matrix #27.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_28Bone matrix #28.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_29Bone matrix #29.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_30Bone matrix #30.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_31Bone matrix #31.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_32Bone matrix #32.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_33Bone matrix #33.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_34Bone matrix #34.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_35Bone matrix #35.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_36Bone matrix #36.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_37Bone matrix #37.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_38Bone matrix #38.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_39Bone matrix #39.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_40Bone matrix #40.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_41Bone matrix #41.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_42Bone matrix #42.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_43Bone matrix #43.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_44Bone matrix #44.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_45Bone matrix #45.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_46Bone matrix #46.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_47Bone matrix #47.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_48Bone matrix #48.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_49Bone matrix #49.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_50Bone matrix #50.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_51Bone matrix #51.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_52Bone matrix #52.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_53Bone matrix #53.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_54Bone matrix #54.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_55Bone matrix #55.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_56Bone matrix #56.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_57Bone matrix #57.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_58Bone matrix #58.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_59Bone matrix #59.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_60Bone matrix #60.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_61Bone matrix #61.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_62Bone matrix #62.
Murl.IEnums.UNIFORM_ITEM_BONE_MATRIX_63Bone matrix #63.
Murl.IEnums.UNIFORM_ITEM_CUSTOMCustom item
Murl.IEnums.UNIFORM_ITEM_TIME_SECONDSRunning time (seconds part)
Murl.IEnums.UNIFORM_ITEM_TIME_FRACTIONRunning time (fractional part)
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_0The combined shadow view & projection matrix for cascade #0 of light unit #0.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_0The combined shadow view & projection matrix for cascade #0 of light unit #1.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_0The combined shadow view & projection matrix for cascade #0 of light unit #2.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_0The combined shadow view & projection matrix for cascade #0 of light unit #3.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_0The combined shadow view & projection matrix for cascade #0 of light unit #4.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_0The combined shadow view & projection matrix for cascade #0 of light unit #5.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_0The combined shadow view & projection matrix for cascade #0 of light unit #6.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_0The combined shadow view & projection matrix for cascade #0 of light unit #7.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_1The combined shadow view & projection matrix for cascade #1 of light unit #0.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_1The combined shadow view & projection matrix for cascade #1 of light unit #1.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_1The combined shadow view & projection matrix for cascade #1 of light unit #2.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_1The combined shadow view & projection matrix for cascade #1 of light unit #3.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_1The combined shadow view & projection matrix for cascade #1 of light unit #4.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_1The combined shadow view & projection matrix for cascade #1 of light unit #5.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_1The combined shadow view & projection matrix for cascade #1 of light unit #6.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_1The combined shadow view & projection matrix for cascade #1 of light unit #7.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_2The combined shadow view & projection matrix for cascade #2 of light unit #0.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_2The combined shadow view & projection matrix for cascade #2 of light unit #1.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_2The combined shadow view & projection matrix for cascade #2 of light unit #2.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_2The combined shadow view & projection matrix for cascade #2 of light unit #3.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_2The combined shadow view & projection matrix for cascade #2 of light unit #4.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_2The combined shadow view & projection matrix for cascade #2 of light unit #5.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_2The combined shadow view & projection matrix for cascade #2 of light unit #6.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_2The combined shadow view & projection matrix for cascade #2 of light unit #7.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_0_3The combined shadow view & projection matrix for cascade #3 of light unit #0.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_1_3The combined shadow view & projection matrix for cascade #3 of light unit #1.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_2_3The combined shadow view & projection matrix for cascade #3 of light unit #2.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_3_3The combined shadow view & projection matrix for cascade #3 of light unit #3.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_4_3The combined shadow view & projection matrix for cascade #3 of light unit #4.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_5_3The combined shadow view & projection matrix for cascade #3 of light unit #5.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_6_3The combined shadow view & projection matrix for cascade #3 of light unit #6.
Murl.IEnums.UNIFORM_ITEM_SHADOW_VIEW_PROJECTION_MATRIX_7_3The combined shadow view & projection matrix for cascade #3 of light unit #7.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_0The shadow split distances (far distances) of light unit #0, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_1The shadow split distances (far distances) of light unit #1, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_2The shadow split distances (far distances) of light unit #2, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_3The shadow split distances (far distances) of light unit #3, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_4The shadow split distances (far distances) of light unit #4, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_5The shadow split distances (far distances) of light unit #5, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_6The shadow split distances (far distances) of light unit #6, packed into XYZW.
Murl.IEnums.UNIFORM_ITEM_SHADOW_SPLIT_DISTANCE_7The shadow split distances (far distances) of light unit #7, packed into XYZW.
Murl.IEnums.NUM_UNIFORM_ITEMS

VaryingType

Available data types for varying variable items.

Murl.IEnums.VARYING_TYPE_UNDEFINEDUndefined type.
Murl.IEnums.VARYING_TYPE_FLOATScalar floating point type.
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_22-component floating point vector type.
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_33-component floating point vector type.
Murl.IEnums.VARYING_TYPE_FLOAT_VECTOR_44-component floating point vector type.
Murl.IEnums.NUM_VARYING_TYPES

PrimitiveType

Available primitive types for rendering vertex/index buffers.

Murl.IEnums.PRIMITIVE_TYPE_UNDEFINEDUndefined primitive type.
Murl.IEnums.PRIMITIVE_TYPE_POINTSIndividual points.
Murl.IEnums.PRIMITIVE_TYPE_LINE_STRIPthe new starting point.
Murl.IEnums.PRIMITIVE_TYPE_LINE_LOOPto the very first point, to form a loop.
Murl.IEnums.PRIMITIVE_TYPE_LINESA sequence of lines; every subsequent pair of vertices forms an individual line.
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLE_STRIPlast two vertices as its first two vertices.
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLE_FANand each triangle shares the last vertex of the previous triangle.
Murl.IEnums.PRIMITIVE_TYPE_TRIANGLESindividual triangle.
Murl.IEnums.NUM_PRIMITIVE_TYPES

BufferAccessMode

Available access modes for e.g. vertex/index buffers.

Murl.IEnums.BUFFER_ACCESS_MODE_DEFAULTDefault access mode.
Murl.IEnums.BUFFER_ACCESS_MODE_READ_ONLYRead-only access mode.
Murl.IEnums.BUFFER_ACCESS_MODE_READ_AND_WRITERead-and-write access mode.
Murl.IEnums.NUM_BUFFER_ACCESS_MODES

VertexInputRate

Available vertex input rate for vertex buffers.

Murl.IEnums.VERTEX_INPUT_RATE_VERTEX
Murl.IEnums.VERTEX_INPUT_RATE_INSTANCE
Murl.IEnums.NUM_VERTEX_INPUT_RATE

BufferType

Available types for e.g. vertex/index buffers.

Murl.IEnums.BUFFER_TYPE_DEFAULTDefault buffer type.
Murl.IEnums.BUFFER_TYPE_STATICStatic buffer type.
Murl.IEnums.BUFFER_TYPE_STREAMStream buffer type.
Murl.IEnums.NUM_BUFFER_TYPES

VariableType

Available variable types for e.g. Graph::IVariable nodes.

Murl.IEnums.VARIABLE_TYPE_UNDEFINEDUndefined type.
Murl.IEnums.VARIABLE_TYPE_BOOL
Murl.IEnums.VARIABLE_TYPE_REAL
Murl.IEnums.VARIABLE_TYPE_SINT32
Murl.IEnums.NUM_VARIABLE_TYPES

TimelineUnit

Available timeline units.

Murl.IEnums.TIMELINE_UNIT_0Timeline unit #0
Murl.IEnums.TIMELINE_UNIT_1Timeline unit #1
Murl.IEnums.TIMELINE_UNIT_2Timeline unit #2
Murl.IEnums.TIMELINE_UNIT_3Timeline unit #3
Murl.IEnums.TIMELINE_UNIT_4Timeline unit #4
Murl.IEnums.TIMELINE_UNIT_5Timeline unit #5
Murl.IEnums.TIMELINE_UNIT_6Timeline unit #6
Murl.IEnums.TIMELINE_UNIT_7Timeline unit #7
Murl.IEnums.TIMELINE_UNIT_8Timeline unit #8
Murl.IEnums.TIMELINE_UNIT_9Timeline unit #9
Murl.IEnums.TIMELINE_UNIT_10Timeline unit #10
Murl.IEnums.TIMELINE_UNIT_11Timeline unit #11
Murl.IEnums.TIMELINE_UNIT_12Timeline unit #12
Murl.IEnums.TIMELINE_UNIT_13Timeline unit #13
Murl.IEnums.TIMELINE_UNIT_14Timeline unit #14
Murl.IEnums.TIMELINE_UNIT_15Timeline unit #15
Murl.IEnums.NUM_TIMELINE_UNITS

BoneUnit

Available bone units.

Murl.IEnums.BONE_UNIT_0Bone unit #0
Murl.IEnums.BONE_UNIT_1Bone unit #1
Murl.IEnums.BONE_UNIT_2Bone unit #2
Murl.IEnums.BONE_UNIT_3Bone unit #3
Murl.IEnums.BONE_UNIT_4Bone unit #4
Murl.IEnums.BONE_UNIT_5Bone unit #5
Murl.IEnums.BONE_UNIT_6Bone unit #6
Murl.IEnums.BONE_UNIT_7Bone unit #7
Murl.IEnums.BONE_UNIT_8Bone unit #8
Murl.IEnums.BONE_UNIT_9Bone unit #9
Murl.IEnums.BONE_UNIT_10Bone unit #10
Murl.IEnums.BONE_UNIT_11Bone unit #11
Murl.IEnums.BONE_UNIT_12Bone unit #12
Murl.IEnums.BONE_UNIT_13Bone unit #13
Murl.IEnums.BONE_UNIT_14Bone unit #14
Murl.IEnums.BONE_UNIT_15Bone unit #15
Murl.IEnums.BONE_UNIT_16Bone unit #16
Murl.IEnums.BONE_UNIT_17Bone unit #17
Murl.IEnums.BONE_UNIT_18Bone unit #18
Murl.IEnums.BONE_UNIT_19Bone unit #19
Murl.IEnums.BONE_UNIT_20Bone unit #20
Murl.IEnums.BONE_UNIT_21Bone unit #21
Murl.IEnums.BONE_UNIT_22Bone unit #22
Murl.IEnums.BONE_UNIT_23Bone unit #23
Murl.IEnums.BONE_UNIT_24Bone unit #24
Murl.IEnums.BONE_UNIT_25Bone unit #25
Murl.IEnums.BONE_UNIT_26Bone unit #26
Murl.IEnums.BONE_UNIT_27Bone unit #27
Murl.IEnums.BONE_UNIT_28Bone unit #28
Murl.IEnums.BONE_UNIT_29Bone unit #29
Murl.IEnums.BONE_UNIT_30Bone unit #30
Murl.IEnums.BONE_UNIT_31Bone unit #31
Murl.IEnums.BONE_UNIT_32Bone unit #32
Murl.IEnums.BONE_UNIT_33Bone unit #33
Murl.IEnums.BONE_UNIT_34Bone unit #34
Murl.IEnums.BONE_UNIT_35Bone unit #35
Murl.IEnums.BONE_UNIT_36Bone unit #36
Murl.IEnums.BONE_UNIT_37Bone unit #37
Murl.IEnums.BONE_UNIT_38Bone unit #38
Murl.IEnums.BONE_UNIT_39Bone unit #39
Murl.IEnums.BONE_UNIT_40Bone unit #40
Murl.IEnums.BONE_UNIT_41Bone unit #41
Murl.IEnums.BONE_UNIT_42Bone unit #42
Murl.IEnums.BONE_UNIT_43Bone unit #43
Murl.IEnums.BONE_UNIT_44Bone unit #44
Murl.IEnums.BONE_UNIT_45Bone unit #45
Murl.IEnums.BONE_UNIT_46Bone unit #46
Murl.IEnums.BONE_UNIT_47Bone unit #47
Murl.IEnums.BONE_UNIT_48Bone unit #48
Murl.IEnums.BONE_UNIT_49Bone unit #49
Murl.IEnums.BONE_UNIT_50Bone unit #50
Murl.IEnums.BONE_UNIT_51Bone unit #51
Murl.IEnums.BONE_UNIT_52Bone unit #52
Murl.IEnums.BONE_UNIT_53Bone unit #53
Murl.IEnums.BONE_UNIT_54Bone unit #54
Murl.IEnums.BONE_UNIT_55Bone unit #55
Murl.IEnums.BONE_UNIT_56Bone unit #56
Murl.IEnums.BONE_UNIT_57Bone unit #57
Murl.IEnums.BONE_UNIT_58Bone unit #58
Murl.IEnums.BONE_UNIT_59Bone unit #59
Murl.IEnums.BONE_UNIT_60Bone unit #60
Murl.IEnums.BONE_UNIT_61Bone unit #61
Murl.IEnums.BONE_UNIT_62Bone unit #62
Murl.IEnums.BONE_UNIT_63Bone unit #63
Murl.IEnums.NUM_BONE_UNITS

LightUnit

Available light units.

Murl.IEnums.LIGHT_UNIT_0Light unit #0
Murl.IEnums.LIGHT_UNIT_1Light unit #1
Murl.IEnums.LIGHT_UNIT_2Light unit #2
Murl.IEnums.LIGHT_UNIT_3Light unit #3
Murl.IEnums.NUM_LIGHT_UNITS

TextureUnit

Available texture units.

Murl.IEnums.TEXTURE_UNIT_0Texture unit #0
Murl.IEnums.TEXTURE_UNIT_1Texture unit #1
Murl.IEnums.TEXTURE_UNIT_2Texture unit #2
Murl.IEnums.TEXTURE_UNIT_3Texture unit #3
Murl.IEnums.TEXTURE_UNIT_4Texture unit #4
Murl.IEnums.TEXTURE_UNIT_5Texture unit #5
Murl.IEnums.TEXTURE_UNIT_6Texture unit #6
Murl.IEnums.TEXTURE_UNIT_7Texture unit #7
Murl.IEnums.NUM_TEXTURE_UNITS

VertexOrder

Polygon vertex order.

Murl.IEnums.VERTEX_ORDER_UNDEFINEDUndefined.
Murl.IEnums.VERTEX_ORDER_CLOCKWISEFront faces are in clockwise vertex order.
Murl.IEnums.VERTEX_ORDER_COUNTER_CLOCKWISEFront faces are in counter-clockwise vertex order.

PolygonFaces

Polygon faces.

Murl.IEnums.POLYGON_FACES_UNDEFINEDUndefined.
Murl.IEnums.POLYGON_FACES_NONENo faces visible.
Murl.IEnums.POLYGON_FACES_FRONT_ONLYOnly front faces visible (i.e. back face culling enabled).
Murl.IEnums.POLYGON_FACES_BACK_ONLYOnly back faces visible (i.e. front face culling enabled).
Murl.IEnums.POLYGON_FACES_FRONT_AND_BACKBoth front and back faces visible (i.e. culling disabled).

ColorBufferMode

Color buffer access mode during rendering.

Murl.IEnums.COLOR_BUFFER_MODE_UNDEFINEDUndefined mode.
Murl.IEnums.COLOR_BUFFER_MODE_NONENo access (no color values are written)
Murl.IEnums.COLOR_BUFFER_MODE_WRITE_ONLYWrite access (default for rendering)

ColorBufferMaskBit

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_NONENo bit set.
Murl.IEnums.COLOR_BUFFER_MASK_BIT_REDThe bit to enable writing of the red color component.
Murl.IEnums.COLOR_BUFFER_MASK_BIT_GREENThe bit to enable writing of the green color component.
Murl.IEnums.COLOR_BUFFER_MASK_BIT_BLUEThe bit to enable writing of the blue color component.
Murl.IEnums.COLOR_BUFFER_MASK_BIT_ALPHAThe bit to enable writing of the alpha color component.

StencilBufferMode

Stencil buffer access mode during rendering.

Murl.IEnums.STENCIL_BUFFER_MODE_UNDEFINEDUndefined mode.
Murl.IEnums.STENCIL_BUFFER_MODE_NONENo access (no stencil values are read or written)
Murl.IEnums.STENCIL_BUFFER_MODE_READ_ONLYRead-only access
Murl.IEnums.STENCIL_BUFFER_MODE_WRITE_ONLYWrite-only access
Murl.IEnums.STENCIL_BUFFER_MODE_READ_AND_WRITERead-and-write access

StencilBufferMaskBit

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_NONENo bit set.
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_0Enable stencil bit #0
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_1Enable stencil bit #1
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_2Enable stencil bit #2
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_3Enable stencil bit #3
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_4Enable stencil bit #4
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_5Enable stencil bit #5
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_6Enable stencil bit #6
Murl.IEnums.STENCIL_BUFFER_MASK_BIT_7Enable stencil bit #7

StencilTestFunction

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_UNDEFINEDUndefined function.
Murl.IEnums.STENCIL_TEST_FUNCTION_NEVERStencil test always fails.
Murl.IEnums.STENCIL_TEST_FUNCTION_LESSStencil test passes, if (ref & mask) < (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_LESS_OR_EQUALStencil test passes, if (ref & mask) <= (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_GREATERStencil test passes, if (ref & mask) > (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_GREATER_OR_EQUALStencil test passes, if (ref & mask) >= (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_EQUALStencil test passes, if (ref & mask) == (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_NOT_EQUALStencil test passes, if (ref & mask) != (stencil & mask)
Murl.IEnums.STENCIL_TEST_FUNCTION_ALWAYSStencil test always passes.

StencilBufferAction

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_UNDEFINEDUndefined action.
Murl.IEnums.STENCIL_BUFFER_ACTION_KEEPKeep the value in the stencil buffer.
Murl.IEnums.STENCIL_BUFFER_ACTION_ZEROSet the stencil buffer value to zero.
Murl.IEnums.STENCIL_BUFFER_ACTION_REPLACESet the stencil buffer value to the current reference value.
Murl.IEnums.STENCIL_BUFFER_ACTION_CLAMPED_INCREMENTIncrement the stencil buffer value by 1, clamping at the maximum value (255).
Murl.IEnums.STENCIL_BUFFER_ACTION_WRAPPED_INCREMENTDecrement the stencil buffer value by 1, clamping at the minimum value (0).
Murl.IEnums.STENCIL_BUFFER_ACTION_CLAMPED_DECREMENTgreater than the maximum value (255 => 0).
Murl.IEnums.STENCIL_BUFFER_ACTION_WRAPPED_DECREMENTsmaller than the maximum value (0 => 255).
Murl.IEnums.STENCIL_BUFFER_ACTION_INVERTInvert the value in the stencil buffer bit-wise.

DepthBufferMode

Depth buffer access mode during rendering.

Murl.IEnums.DEPTH_BUFFER_MODE_UNDEFINEDUndefined mode.
Murl.IEnums.DEPTH_BUFFER_MODE_NONEDo not use the depth buffer at all.
Murl.IEnums.DEPTH_BUFFER_MODE_READ_ONLYPerform only depth comparisons, but do not update the depth buffer.
Murl.IEnums.DEPTH_BUFFER_MODE_WRITE_ONLYAlways draw all pixels and update the depth buffer accordingly.
Murl.IEnums.DEPTH_BUFFER_MODE_READ_AND_WRITEbuffer for all fragments that are not rejected.

DepthBufferMaskBit

Mask bits to control which depth buffer entries are written.

Murl.IEnums.DEPTH_BUFFER_MASK_BIT_NONENothing is written to the depth buffer.
Murl.IEnums.DEPTH_BUFFER_MASK_BIT_DEPTHDepth value is written normally.

DepthTestFunction

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_UNDEFINEDUndefined function.
Murl.IEnums.DEPTH_TEST_FUNCTION_NEVERDepth test always fails.
Murl.IEnums.DEPTH_TEST_FUNCTION_LESSDepth test passes if fragment depth < stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_LESS_OR_EQUALDepth test passes if fragment depth <= stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_GREATERDepth test passes if fragment depth > stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_GREATER_OR_EQUALDepth test passes if fragment depth >= stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_EQUALDepth test passes if fragment depth == stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_NOT_EQUALDepth test passes if fragment depth != stored depth
Murl.IEnums.DEPTH_TEST_FUNCTION_ALWAYSDepth test always passes

DepthTestMode

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_UNDEFINEDUndefined function.
Murl.IEnums.DEPTH_TEST_MODE_NONEDepth test always fails.
Murl.IEnums.DEPTH_TEST_MODE_REFERENCEDepth test passes if fragment depth < stored depth

ObjectSortMode

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_UNDEFINEDUndefined mode
Murl.IEnums.OBJECT_SORT_MODE_BY_MATERIALSort objects according to their material properties
Murl.IEnums.OBJECT_SORT_MODE_BY_DEPTHSort objects according to their distance from the viewer

DepthSortMode

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_UNDEFINEDUndefined mode
Murl.IEnums.DEPTH_SORT_MODE_NONEDo not sort according to a depth value.
Murl.IEnums.DEPTH_SORT_MODE_WORLD_ZSimple world-Z sorting (absolute Z position in world space)
Murl.IEnums.DEPTH_SORT_MODE_DISTANCESort according to squared distance from camera.
Murl.IEnums.DEPTH_SORT_MODE_VIEW_ZSimple view-Z sorting (Z distance in camera space)

BlendMode

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_UNDEFINEDUndefined mode.
Murl.IEnums.BLEND_MODE_NONEBlending is disabled.
Murl.IEnums.BLEND_MODE_ALPHAThe fragment's output color alpha value is used for blending.

BlendEquation

Available blend equations. See IEnums::BlendMode.

Murl.IEnums.BLEND_EQUATION_UNDEFINEDUndefined equation.
Murl.IEnums.BLEND_EQUATION_ADDResulting color = source color + destination color.
Murl.IEnums.BLEND_EQUATION_SUBTRACTResulting color = source color - destination color.
Murl.IEnums.BLEND_EQUATION_REVERSE_SUBTRACTResulting color = destination color - source color.

BlendFunction

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_UNDEFINEDUndefined function.
Murl.IEnums.BLEND_FUNCTION_ZEROZero color (i.e. all black, with 0% alpha)
Murl.IEnums.BLEND_FUNCTION_ONEFull color (i.e. all white, with 100% alpha)
Murl.IEnums.BLEND_FUNCTION_SRC_COLORThe source input color.
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_SRC_COLORThe inverted source input color.
Murl.IEnums.BLEND_FUNCTION_DST_COLORThe destination input color.
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_DST_COLORThe inverted destination input color.
Murl.IEnums.BLEND_FUNCTION_SRC_ALPHAThe source input color's alpha value, used for all 4 color components (RGBA).
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_SRC_ALPHAThe inverted source input color's alpha value, used for all 4 color components (RGBA).
Murl.IEnums.BLEND_FUNCTION_DST_ALPHAThe destination input color's alpha value, used for all 4 color components (RGBA).
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_DST_ALPHAThe inverted destination input color's alpha value, used for all 4 color components (RGBA).
Murl.IEnums.BLEND_FUNCTION_CONSTANT_COLORConstant blend color.
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_CONSTANT_COLORInverted constant blend color.
Murl.IEnums.BLEND_FUNCTION_CONSTANT_ALPHAConstant alpha.
Murl.IEnums.BLEND_FUNCTION_ONE_MINUS_CONSTANT_ALPHAInverted constant alpha.
Murl.IEnums.BLEND_FUNCTION_SRC_ALPHA_SATURATEThe source input color's saturated alpha value, used for all 4 color components (RGBA).

ColorComponent

Color components

Murl.IEnums.COLOR_COMPONENT_REDRed component
Murl.IEnums.COLOR_COMPONENT_GREENGreen component
Murl.IEnums.COLOR_COMPONENT_BLUEBlue component
Murl.IEnums.COLOR_COMPONENT_ALPHAAlpha component
Murl.IEnums.NUM_COLOR_COMPONENTS

LightModel

The lighting model used for fixed-function rendering.

Murl.IEnums.LIGHT_MODEL_ONE_SIDEDOne-sided lighting model.
Murl.IEnums.LIGHT_MODEL_TWO_SIDEDTwo-sided lighting model.
Murl.IEnums.NUM_LIGHT_MODELS

LightingComponent

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_AMBIENTAmbient component.
Murl.IEnums.LIGHTING_COMPONENT_DIFFUSEDiffuse component.
Murl.IEnums.LIGHTING_COMPONENT_SPECULARSpecular component.
Murl.IEnums.LIGHTING_COMPONENT_EMISSIVEEmissive component.
Murl.IEnums.NUM_LIGHTING_COMPONENTS

LightType

Available light types. See Graph::ILight for a detailed description.

Murl.IEnums.LIGHT_TYPE_DIRECTIONALDirectional light.
Murl.IEnums.LIGHT_TYPE_POINTPoint light.
Murl.IEnums.LIGHT_TYPE_SPOTSpot light.
Murl.IEnums.NUM_LIGHT_TYPES

LightShape

Available light projection shapes.

Murl.IEnums.LIGHT_SHAPE_CIRCLEA circular light.
Murl.IEnums.LIGHT_SHAPE_RECTANGLEA rectangular light.
Murl.IEnums.NUM_LIGHT_SHAPES

ShadowVolumeGenerationMode

Available modes for shadow volume generation.

Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_DEFAULTDefault mode.
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_NONEDo not generate, i.e. directly use present information as a shadow volume.
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_FROM_GEOMETRYGenerate from geometry data. Adjacency information must be present.
Murl.IEnums.SHADOW_VOLUME_GENERATION_MODE_FROM_COLLIDERGenerate from collider data. Bounding leaves must be present.
Murl.IEnums.NUM_SHADOW_VOLUME_GENERATION_MODES

ShadowMapPlacementMode

Available modes for shadow map placement.

Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_DEFAULTDefault mode.
Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_CAMERA_VIEW_VOLUMEPlace the shadow map at the center of the actual camera view volume.
Murl.IEnums.SHADOW_MAP_PLACEMENT_MODE_CAMERA_BOUNDING_SPHEREPlace the shadow map at the center of the camera's bounding sphere.
Murl.IEnums.NUM_SHADOW_MAP_PLACEMENT_MODES

ShadowMapAlignmentMode

Available modes for shadow map alignment.

Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_DEFAULTDefault mode.
Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_LIGHT_DIRECTIONAlign the shadow map to the direction of the light casting the shadow.
Murl.IEnums.SHADOW_MAP_ALIGNMENT_MODE_FIXED_PLANEAlign the shadow map to a fixed plane.
Murl.IEnums.NUM_SHADOW_MAP_ALIGNMENT_MODES

StreamMode

Available access mode hints for audio/video streams. See IVideoStream or IAudioStream for a detailed description.

Murl.IEnums.STREAM_MODE_INACTIVEInactive mode.
Murl.IEnums.STREAM_MODE_RANDOM_ACCESSRandom access to individual frames or samples.
Murl.IEnums.STREAM_MODE_RUNNING_FORWARDProvide a forward sequence of frames or samples.
Murl.IEnums.NUM_STREAM_MODES

AlignmentX

Generic enumeration for horizontal alignment of objects.

Murl.IEnums.ALIGNMENT_X_UNDEFINEDUndefined alignment.
Murl.IEnums.ALIGNMENT_X_LEFTAlign at left border.
Murl.IEnums.ALIGNMENT_X_CENTERHorizontal center alignment.
Murl.IEnums.ALIGNMENT_X_RIGHTAlign at right border.
Murl.IEnums.NUM_ALIGNMENTS_X
Murl.IEnums.ALIGNMENT_X_NEGATIVEAlign at negative end (left).
Murl.IEnums.ALIGNMENT_X_POSITIVEAlign at positive end (right).

AlignmentY

Generic enumeration for vertical alignment of objects.

Murl.IEnums.ALIGNMENT_Y_UNDEFINEDUndefined alignment.
Murl.IEnums.ALIGNMENT_Y_BOTTOMAlign at bottom border.
Murl.IEnums.ALIGNMENT_Y_CENTERVertical center alignment.
Murl.IEnums.ALIGNMENT_Y_TOPAlign at top border.
Murl.IEnums.NUM_ALIGNMENTS_Y
Murl.IEnums.ALIGNMENT_Y_NEGATIVEAlign at negative end (bottom).
Murl.IEnums.ALIGNMENT_Y_POSITIVEAlign at positive end (top).

AlignmentZ

Generic enumeration for depth alignment of objects.

Murl.IEnums.ALIGNMENT_Z_UNDEFINEDUndefined alignment.
Murl.IEnums.ALIGNMENT_Z_BACKAlign at distant border.
Murl.IEnums.ALIGNMENT_Z_CENTERDepth center alignment.
Murl.IEnums.ALIGNMENT_Z_FRONTAlign at near border.
Murl.IEnums.NUM_ALIGNMENTS_Z
Murl.IEnums.ALIGNMENT_Z_NEGATIVEAlign at negative end (distant).
Murl.IEnums.ALIGNMENT_Z_POSITIVEAlign at positive end (near).

TextAlignmentX

Enumeration for text-specific horizontal alignment.

Murl.IEnums.TEXT_ALIGNMENT_X_LEFTLeft alignment.
Murl.IEnums.TEXT_ALIGNMENT_X_CENTERHorizontal center alignment.
Murl.IEnums.TEXT_ALIGNMENT_X_RIGHTRight alignment.
Murl.IEnums.NUM_TEXT_ALIGNMENTS_X

TextAlignmentY

Enumeration for text-specific vertical alignment.

Murl.IEnums.TEXT_ALIGNMENT_Y_TOPTop alignment.
Murl.IEnums.TEXT_ALIGNMENT_Y_CENTERVertical center alignment.
Murl.IEnums.TEXT_ALIGNMENT_Y_BOTTOMBottom alignment.
Murl.IEnums.TEXT_ALIGNMENT_Y_BASE_LINEAlignment along a text's base line.
Murl.IEnums.NUM_TEXT_ALIGNMENTS_Y

ObjectBoundingMode

Enumeration for how to calculate the bounding box of an object

Murl.IEnums.OBJECT_BOUNDING_MODE_CONTAINERBounds are calculated from the object's container.
Murl.IEnums.OBJECT_BOUNDING_MODE_CONTENTSBounds are calculated from the object itself
Murl.IEnums.NUM_OBJECT_BOUNDING_MODES

GeometryType

Generic geometry types used for e.g. collision detection in the physics simulator

Murl.IEnums.GEOMETRY_TYPE_POINTA single point without dimension.
Murl.IEnums.GEOMETRY_TYPE_RAYA ray.
Murl.IEnums.GEOMETRY_TYPE_SPHEREA sphere.
Murl.IEnums.GEOMETRY_TYPE_PLANEAn infinite plane.
Murl.IEnums.GEOMETRY_TYPE_BOXA box.
Murl.IEnums.GEOMETRY_TYPE_MESHA generic triangle mesh.
Murl.IEnums.NUM_GEOMETRY_TYPES

FieldType

Field types used in the physics simulator.

Murl.IEnums.FIELD_TYPE_ACCELERATIONA field influencing the acceleration of a body.
Murl.IEnums.FIELD_TYPE_FORCEA field imposing a force on a body.
Murl.IEnums.NUM_FIELD_TYPES

FieldShape

Field shapes used in the physics simulator.

Murl.IEnums.FIELD_SHAPE_PLANEA planar field.
Murl.IEnums.FIELD_SHAPE_SPHEREA spherical field.
Murl.IEnums.NUM_FIELD_SHAPES

TextHint

Hints for text rendering.

Murl.IEnums.TEXT_HINT_NONENo hint.
Murl.IEnums.TEXT_HINT_LEGACY_EMBOLDINGUse legacy embolding algorithm.
Murl.IEnums.TEXT_HINT_TINT_BACKGROUNDTint background.
Murl.IEnums.TEXT_HINT_ALLAll hints.

TraversalPhase

Individual phases of a single node's traversal

Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PRE_PROCESS_CONTROLLERSPhase 1: Before calling PreProcess*() on all attached controllers.
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PRE_PROCESS_CONTROLLERSPhase 2: After calling PreProcess*() on all attached controllers.
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PROCESS_SELFPhase 3: Before calling Process*Self() on the node itself
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PROCESS_SELFPhase 4: After calling Process*Self() on the node itself
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_PROCESS_CHILDRENPhase 5: Before calling Process*Children() on the node itself
Murl.IEnums.TRAVERSAL_PHASE_AFTER_PROCESS_CHILDRENPhase 6: After calling Process*Children() on the node itself
Murl.IEnums.TRAVERSAL_PHASE_BEFORE_POST_PROCESS_CONTROLLERSPhase 7: Before calling PostProcess*() on all attached controllers.
Murl.IEnums.TRAVERSAL_PHASE_AFTER_POST_PROCESS_CONTROLLERSPhase 8: After calling PostProcess*() on all attached controllers.
Murl.IEnums.NUM_TRAVERSAL_PHASES

TraversalState

Individual states modified during scene graph traversal

Murl.IEnums.TRAVERSAL_STATE_NONENo state.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_0State of texture unit #0.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_1State of texture unit #1.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_2State of texture unit #2.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_3State of texture unit #3.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_4State of texture unit #4.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_5State of texture unit #5.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_6State of texture unit #6.
Murl.IEnums.TRAVERSAL_STATE_TEXTURE_7State of texture unit #7.
Murl.IEnums.TRAVERSAL_STATE_LIGHT_0State of light unit #0.
Murl.IEnums.TRAVERSAL_STATE_LIGHT_1State of light unit #1.
Murl.IEnums.TRAVERSAL_STATE_LIGHT_2State of light unit #2.
Murl.IEnums.TRAVERSAL_STATE_LIGHT_3State of light unit #3.
Murl.IEnums.TRAVERSAL_STATE_MATERIALMaterial state.
Murl.IEnums.TRAVERSAL_STATE_PARAMETERSParameters state.
Murl.IEnums.TRAVERSAL_STATE_BONEBone state.
Murl.IEnums.TRAVERSAL_STATE_TIMELINETimeline state.
Murl.IEnums.TRAVERSAL_STATE_AUDIO_CULLERAudio culler state.
Murl.IEnums.TRAVERSAL_STATE_VIDEO_CULLERVideo culler state.
Murl.IEnums.TRAVERSAL_STATE_CAMERACamera state.
Murl.IEnums.TRAVERSAL_STATE_LISTENERListener state.
Murl.IEnums.TRAVERSAL_STATE_LAYERLayer state.
Murl.IEnums.TRAVERSAL_STATE_SURFACEPhysics surface state.
Murl.IEnums.TRAVERSAL_STATE_ISLANDPhysics island state.
Murl.IEnums.TRAVERSAL_STATE_ANCHORAnchor state
Murl.IEnums.TRAVERSAL_STATE_SKELETONSkeleton state
Murl.IEnums.TRAVERSAL_STATE_DIRTYDirty flag
Murl.IEnums.TRAVERSAL_STATE_AUTOFlag 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

Axis

Generic enumeration of 3-space axes.

Murl.IEnums.AXIS_XThe X axis.
Murl.IEnums.AXIS_YThe Y axis.
Murl.IEnums.AXIS_ZThe Z axis.
Murl.IEnums.AXIS_NONENo axis.
Murl.IEnums.NUM_AXES

SortOrder

Sort order enumeration

Murl.IEnums.SORT_ORDER_ASCENDINGAscending order.
Murl.IEnums.SORT_ORDER_DESCENDINGDescending order.
Murl.IEnums.NUM_SORT_ORDERS

RotationOrder

Rotation order enumeration

Murl.IEnums.ROTATION_ORDER_ZYXZYX order.
Murl.IEnums.ROTATION_ORDER_ZXYZXY order.
Murl.IEnums.ROTATION_ORDER_YZXYZX order.
Murl.IEnums.ROTATION_ORDER_YXZYXZ order.
Murl.IEnums.ROTATION_ORDER_XZYXZY order.
Murl.IEnums.ROTATION_ORDER_XYZXYZ order.
Murl.IEnums.NUM_ROTATION_ORDERS

AngleMeasure

Enumeration of different angle measures.

Murl.IEnums.ANGLE_MEASURE_RADIANSRadians, full circle is [0, 2*PI].
Murl.IEnums.ANGLE_MEASURE_DEGREESDegrees, full circle is [0, 360].
Murl.IEnums.NUM_ANGLE_MEASURES

LengthMeasure

Enumeration of different length measures.

Murl.IEnums.LENGTH_MEASURE_VIRTUALVirtual length unit.
Murl.IEnums.LENGTH_MEASURE_PIXELSPixels.
Murl.IEnums.LENGTH_MEASURE_MILLIMETERSMillimeters.
Murl.IEnums.LENGTH_MEASURE_CENTIMETERSCentimeters.
Murl.IEnums.LENGTH_MEASURE_INCHESInches.
Murl.IEnums.NUM_LENGTH_MEASURES

CompressionType

Compression types used for resource conversion.

Murl.IEnums.COMPRESSION_TYPE_DEFAULTDefault compression
Murl.IEnums.COMPRESSION_TYPE_LOSSLESSLossless compression, e.g. for WEBP images
Murl.IEnums.COMPRESSION_TYPE_LOSSYLossy compression, e.g. for WEBP images
Murl.IEnums.COMPRESSION_TYPE_BESTBest compression, e.g. for PNG images
Murl.IEnums.NUM_COMPRESSION_TYPES

ComplexTransformType

Types of complex transform nodes

Murl.IEnums.COMPLEX_TRANSFORM_TYPE_REGULARRegular type, same calculation as used in Graph::ScaleTransform
Murl.IEnums.COMPLEX_TRANSFORM_TYPE_SEPARATE_SCALE
Murl.IEnums.COMPLEX_TRANSFORM_TYPE_COMBINE_SCALE
Murl.IEnums.NUM_COMPLEX_TRANSFORM_TYPES