When no shaderCombinationStep matches the current number of drawables exactly,
the value of empty
is used to pad out arrays.
Calculating the number of objects to be drawn is done using the following pseudo-formula:
objectCountScaler * propertyUniformMapping[0].length
By default, its value is 1
An object describing the relationship between the object returned by a Drawable's getObjectToSerialize and the name of the arrays used in the GLSL code.
Required property for shapes having physical dimensions.
Number of possible drawables around each tile.
For each step, a shader will be generated. And at runtime the closes matching shader will be used to render a given part of the scene.
Must contain 0 as a value.
The name of the uniform int used in the code to refer to the number of drawables of this type.
Used for containing the required information to compile drawables into shader code.
Each Drawable must have a static property of this type, called descriptor.
For more information on how to create your own DrawableDescriptor-s, look at the code of CircleFactory or InvertedTunnelFactory.