RenderComponent is the component needed to render an entity.
| 59 | |
| 60 | // RenderComponent is the component needed to render an entity. |
| 61 | type RenderComponent struct { |
| 62 | // Hidden is used to prevent drawing by OpenGL |
| 63 | Hidden bool |
| 64 | // Scale is the scale at which to render, in the X and Y axis. Not defining Scale, will default to engo.Point{1, 1} |
| 65 | Scale engo.Point |
| 66 | // Color defines how much of the color-components of the texture get used |
| 67 | Color color.Color |
| 68 | // Drawable refers to the Texture that should be drawn |
| 69 | Drawable Drawable |
| 70 | // Repeat defines how to repeat the Texture if the SpaceComponent of the entity |
| 71 | // is larger than the texture itself, after applying scale. Defaults to NoRepeat |
| 72 | // which allows the texture to draw entirely without regard to th SpaceComponent |
| 73 | // Do not set to anything other than NoRepeat for textures in a sprite sheet. |
| 74 | // This does not yet work with sprite sheets. |
| 75 | Repeat TextureRepeating |
| 76 | // Buffer represents the buffer object itself |
| 77 | // Avoid using it unless your are writing a custom shader |
| 78 | Buffer *gl.Buffer |
| 79 | // BufferContent contains the buffer data |
| 80 | // Avoid using it unless your are writing a custom shader |
| 81 | BufferContent []float32 |
| 82 | // StartZIndex defines the initial Z-Index. Z-Index defines the order which the content is drawn to the |
| 83 | // screen. Higher z-indices are drawn on top of lower ones. Beware that you must use `SetZIndex` function to change |
| 84 | // the Z-Index. |
| 85 | StartZIndex float32 |
| 86 | |
| 87 | magFilter, minFilter ZoomFilter |
| 88 | |
| 89 | shader Shader |
| 90 | zIndex float32 |
| 91 | } |
| 92 | |
| 93 | // SetShader sets the shader used by the RenderComponent. |
| 94 | func (r *RenderComponent) SetShader(s Shader) { |
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