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| static void | QueueShape (FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) |
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| static void | QueueShapeShadow (FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float shadowSize, Color shadowColor) |
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| static void | QueueShape (TexturedBatch2D batch, IEnumerable< Point > points, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) |
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| static void | QueueQuad (FlatBatch2D batch, Vector2 p1, Vector2 p2, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) |
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| static void | QueueQuad (TexturedBatch2D batch, Vector2 p1, Vector2 p2, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient) |
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| static void | RemoveDuplicates (DynamicArray< Vector2 > positions) |
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| static void | Triangulate (DynamicArray< Vector2 > source, DynamicArray< ushort > destination) |
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| static void | LightPoints (DynamicArray< PathRenderer.Point > points, bool loop, bool flatShading, Vector2 directionToLight, float directional, float ambient) |
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| static void | GeneratePathPoints (DynamicArray< Vector2 > positions, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float miterLimit, DynamicArray< PathRenderer.Point > result) |
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| static void | RoundCorners (DynamicArray< Point > points, bool loop, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result) |
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| static void | RoundCorner (Vector2 p0, Vector2 p1, Vector2 p2, float radius, int count, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result) |
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