function Renderer() { } Duktape.fin(Renderer.prototype, function (x) { if (x === Renderer.prototype) { return; } Polycode.Renderer__delete(x.__ptr) }) Renderer.prototype.setGraphicsInterface = function(core,graphicsInterface) { Polycode.Renderer_setGraphicsInterface(this.__ptr, core,graphicsInterface) } Renderer.prototype.getRenderThread = function() { var retVal = new RenderThread() retVal.__ptr = Polycode.Renderer_getRenderThread(this.__ptr) return retVal } Renderer.prototype.createCubemap = function(t0,t1,t2,t3,t4,t5) { var retVal = new Cubemap() retVal.__ptr = Polycode.Renderer_createCubemap(this.__ptr, t0,t1,t2,t3,t4,t5) return retVal } Renderer.prototype.createTexture = function(width,height,textureData,clamp,createMipmaps,type,filteringMode,anisotropy,framebufferTexture) { var retVal = new Texture() retVal.__ptr = Polycode.Renderer_createTexture(this.__ptr, width,height,textureData,clamp,createMipmaps,type,filteringMode,anisotropy,framebufferTexture) return retVal } Renderer.prototype.createRenderBuffer = function(width,height,attachDepthBuffer,floatingPoint) { var retVal = new RenderBuffer() retVal.__ptr = Polycode.Renderer_createRenderBuffer(this.__ptr, width,height,attachDepthBuffer,floatingPoint) return retVal } Renderer.prototype.destroyRenderBuffer = function(buffer) { Polycode.Renderer_destroyRenderBuffer(this.__ptr, buffer) } Renderer.prototype.destroyTexture = function(texture) { Polycode.Renderer_destroyTexture(this.__ptr, texture) } Renderer.prototype.processDrawBuffer = function(buffer) { Polycode.Renderer_processDrawBuffer(this.__ptr, buffer) } Renderer.prototype.setBackingResolutionScale = function(xScale,yScale) { Polycode.Renderer_setBackingResolutionScale(this.__ptr, xScale,yScale) } Renderer.prototype.getBackingResolutionScaleX = function() { return Polycode.Renderer_getBackingResolutionScaleX(this.__ptr) } Renderer.prototype.getBackingResolutionScaleY = function() { return Polycode.Renderer_getBackingResolutionScaleY(this.__ptr) } Renderer.prototype.createProgram = function(fileName) { var retVal = new ShaderProgram() retVal.__ptr = Polycode.Renderer_createProgram(this.__ptr, fileName) return retVal } Renderer.prototype.createShader = function(vertexProgram,fragmentProgram) { var retVal = new Shader() retVal.__ptr = Polycode.Renderer_createShader(this.__ptr, vertexProgram,fragmentProgram) return retVal } Renderer.prototype.enqueueFrameJob = function(jobType,data) { Polycode.Renderer_enqueueFrameJob(this.__ptr, jobType,data) } Renderer.prototype.destroyProgram = function(program) { Polycode.Renderer_destroyProgram(this.__ptr, program) } Renderer.prototype.destroyShader = function(shader) { Polycode.Renderer_destroyShader(this.__ptr, shader) } Renderer.prototype.destroySubmeshPlatformData = function(platformData) { Polycode.Renderer_destroySubmeshPlatformData(this.__ptr, platformData) } Renderer.prototype.destroyShaderBinding = function(binding) { Polycode.Renderer_destroyShaderBinding(this.__ptr, binding) } Renderer.prototype.destroyShaderParam = function(param) { Polycode.Renderer_destroyShaderParam(this.__ptr, param) } Renderer.prototype.setTextureParam = function(param,texture) { Polycode.Renderer_setTextureParam(this.__ptr, param,texture) } Renderer.prototype.setAnisotropyAmount = function(amount) { Polycode.Renderer_setAnisotropyAmount(this.__ptr, amount) } Renderer.prototype.getAnisotropyAmount = function() { return Polycode.Renderer_getAnisotropyAmount(this.__ptr) } Renderer.prototype.beginFrame = function() { Polycode.Renderer_beginFrame(this.__ptr) } Renderer.prototype.endFrame = function() { Polycode.Renderer_endFrame(this.__ptr) }