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RenderObject

Construction

const model = new RenderObject(mesh, texture?);
info
  • Load simple WaveFront OBJ files or vertex arrays.
  • MTL is supported on OBJs (including per-vertex colors and multi-texturing).
  • If you don't have a MTL file but you want to bind a texture on it, just pass the image as a second argument if you want to use it.

Properties

vertices

A Render.vertex array that can be modified and read.

size

Vertex quantity.

Methods

draw

Draws the object on screen.

draw(pos_x, pos_y, pos_z, rot_x, rot_y, rot_z);

drawBounds

Draws object bounding box.

drawBounds(pos_x, pos_y, pos_z, rot_x, rot_y, rot_z);

getTexture

Gets the nth texture object from the model.

getTexture(id);

setTexture

Changes or sets the nth texture on models.

setTexture(id, texture, range?);

getPipeline

Returns the current rendering pipeline loaded for the model.

getPipeline();

setPipeline

Sets the current pipeline for the model.

setPipeline(pipeline);

Available pipelines

  • Render.PL_NO_LIGHTS_COLORS: Colors and lights disabled.
  • Render.PL_NO_LIGHTS_COLORS_TEX: Colors, lights and textures disabled.
  • Render.PL_NO_LIGHTS: Lights disabled, colors still working.
  • Render.PL_NO_LIGHTS_TEX: Textures and lights disabled, colors still working.
  • Render.PL_DEFAULT: Default for textured models. Lights and colors enabled.
  • Render.PL_DEFAULT_NO_TEX: Default for non-textured models. Lights and colors enabled.

Camera

Methods

position

Camera.position(x, y, z);

rotation

Camera.rotation(x, y, z);

Lights

You have 4 lights to use in 3D scenes, use set to configure them.

set

Lights.set(id, attribute, x, y, z);

Available light attributes

  • Lights.DIRECTION
  • Lights.AMBIENT
  • Lights.DIFFUSE