function RenderThread() { } Duktape.fin(RenderThread.prototype, function (x) { if (x === RenderThread.prototype) { return; } Polycode.RenderThread__delete(x.__ptr) }) RenderThread.prototype.setGraphicsInterface = function(core,graphicsInterface) { Polycode.RenderThread_setGraphicsInterface(this.__ptr, core,graphicsInterface) } RenderThread.prototype.runThread = function() { Polycode.RenderThread_runThread(this.__ptr) } RenderThread.prototype.updateRenderThread = function() { Polycode.RenderThread_updateRenderThread(this.__ptr) } RenderThread.prototype.enqueueFrame = function(frame) { Polycode.RenderThread_enqueueFrame(this.__ptr, frame) } RenderThread.prototype.enqueueJob = function(jobType,data,data2) { Polycode.RenderThread_enqueueJob(this.__ptr, jobType,data,data2) } RenderThread.prototype.processJob = function(job) { Polycode.RenderThread_processJob(this.__ptr, job) } RenderThread.prototype.clearFrameQueue = function() { Polycode.RenderThread_clearFrameQueue(this.__ptr) } RenderThread.prototype.getShaderBinding = function() { var retVal = new ShaderBinding() retVal.__ptr = Polycode.RenderThread_getShaderBinding(this.__ptr) return retVal } RenderThread.prototype.processDrawBufferLights = function(buffer) { Polycode.RenderThread_processDrawBufferLights(this.__ptr, buffer) } RenderThread.prototype.processDrawBuffer = function(buffer) { Polycode.RenderThread_processDrawBuffer(this.__ptr, buffer) } RenderThread.prototype.getFrameInfo = function() { var retVal = new RenderThreadDebugInfo() retVal.__ptr = Polycode.RenderThread_getFrameInfo(this.__ptr) return retVal } RenderThread.prototype.initGlobals = function() { Polycode.RenderThread_initGlobals(this.__ptr) } RenderThread.prototype.lockRenderMutex = function() { Polycode.RenderThread_lockRenderMutex(this.__ptr) } RenderThread.prototype.unlockRenderMutex = function() { Polycode.RenderThread_unlockRenderMutex(this.__ptr) }