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<div class="subTitle">com.badlogic.gdx.graphics.g3d
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<h2 title="Class Renderable" class="title">Class Renderable
</h2>
</div>
<div class="contentContainer">
<ul class="inheritance">
<li>java.lang.Object
</li>
<li>
<ul class="inheritance">
<li>com.badlogic.gdx.graphics.g3d.Renderable
</li>
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<pre>public class
<span class="strong">Renderable
</span>
extends java.lang.Object
</pre>
<div class="block">A renderable defines a world transform, the
<a href="../../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics"><code>Mesh
</code></a> to render
along with the offset into the mesh's indices and the number of indices to use plus the
primitive type to render the part of the mesh with. Finally, a renderable defines
a
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Material.html" title="class in com.badlogic.gdx.graphics.g3d"><code>Material
</code></a> to be applied to the mesh.
</p>
Renderables can be rendered via a
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelBatch.html" title="class in com.badlogic.gdx.graphics.g3d"><code>ModelBatch
</code></a>, either directly, or by passing a
<a href="../../../../../com/badlogic/gdx/graphics/g3d/RenderableProvider.html" title="interface in com.badlogic.gdx.graphics.g3d"><code>RenderableProvider
</code></a> like
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelInstance.html" title="class in com.badlogic.gdx.graphics.g3d"><code>ModelInstance
</code></a> to the RenderBatch.
A ModelInstance returns all Renderables via its
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelInstance.html#getRenderables(com.badlogic.gdx.utils.Array, com.badlogic.gdx.utils.Pool)"><code>ModelInstance.getRenderables(Array, Pool)
</code></a> method.
</p>
When using a ModelBatch to render a renderable, The renderable and all its values must not be changed
in between the call to
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelBatch.html#begin(com.badlogic.gdx.graphics.Camera)"><code>ModelBatch.begin(com.badlogic.gdx.graphics.Camera)
</code></a> and
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelBatch.html#end()"><code>ModelBatch.end()
</code></a>.
</p>
When the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#shader"><code>shader
</code></a> member of the Renderable is set, the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/utils/ShaderProvider.html" title="interface in com.badlogic.gdx.graphics.g3d.utils"><code>ShaderProvider
</code></a> of the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/ModelBatch.html" title="class in com.badlogic.gdx.graphics.g3d"><code>ModelBatch
</code></a>
may try to use that shader instead of the default shader. Therefor, to assure the default shader is used, the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#shader"><code>shader
</code></a> member must be set to null.
</div>
<dl><dt><span class="strong">Author:
</span></dt>
<dd>badlogic, xoppa
</dd></dl>
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<caption><span>Fields
</span><span class="tabEnd"> </span></caption>
<tr>
<th class="colFirst" scope="col">Modifier and Type
</th>
<th class="colLast" scope="col">Field and Description
</th>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a>[]
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#bones">bones
</a></strong></code>
<div class="block">the bones transformations used for skinning, or null if not applicable
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/g3d/Environment.html" title="class in com.badlogic.gdx.graphics.g3d">Environment
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#environment">environment
</a></strong></code>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Environment.html" title="class in com.badlogic.gdx.graphics.g3d"><code>Environment
</code></a> to be used to render this Renderable, may be null
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/g3d/Material.html" title="class in com.badlogic.gdx.graphics.g3d">Material
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#material">material
</a></strong></code>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Material.html" title="class in com.badlogic.gdx.graphics.g3d"><code>Material
</code></a> to be applied to the mesh
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#mesh">mesh
</a></strong></code>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics"><code>Mesh
</code></a> to render
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#meshPartOffset">meshPartOffset
</a></strong></code>
<div class="block">the offset into the mesh's indices
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#meshPartSize">meshPartSize
</a></strong></code>
<div class="block">the number of indices/vertices to use
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>int
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#primitiveType">primitiveType
</a></strong></code>
<div class="block">the primitive type, encoded as an OpenGL constant, like
<a href="../../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRIANGLES"><code>GL20.GL_TRIANGLES
</code></a></div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/graphics/g3d/Shader.html" title="interface in com.badlogic.gdx.graphics.g3d">Shader
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#shader">shader
</a></strong></code>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Shader.html" title="interface in com.badlogic.gdx.graphics.g3d"><code>Shader
</code></a> to be used to render this Renderable, may be null.
</div>
</td>
</tr>
<tr class="altColor">
<td class="colFirst"><code>java.lang.Object
</code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#userData">userData
</a></strong></code>
<div class="block">user definable value.
</div>
</td>
</tr>
<tr class="rowColor">
<td class="colFirst"><code><a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a></code></td>
<td class="colLast"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#worldTransform">worldTransform
</a></strong></code>
<div class="block">the model transform
</div>
</td>
</tr>
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<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#Renderable()">Renderable
</a></strong>()
</code> </td>
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<h4>worldTransform
</h4>
<pre>public final
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a> worldTransform
</pre>
<div class="block">the model transform
</div>
</li>
</ul>
<a name="mesh">
<!-- -->
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<h4>mesh
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics">Mesh
</a> mesh
</pre>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/Mesh.html" title="class in com.badlogic.gdx.graphics"><code>Mesh
</code></a> to render
</div>
</li>
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<a name="meshPartOffset">
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<h4>meshPartOffset
</h4>
<pre>public
int meshPartOffset
</pre>
<div class="block">the offset into the mesh's indices
</div>
</li>
</ul>
<a name="meshPartSize">
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</a>
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<h4>meshPartSize
</h4>
<pre>public
int meshPartSize
</pre>
<div class="block">the number of indices/vertices to use
</div>
</li>
</ul>
<a name="primitiveType">
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<h4>primitiveType
</h4>
<pre>public
int primitiveType
</pre>
<div class="block">the primitive type, encoded as an OpenGL constant, like
<a href="../../../../../com/badlogic/gdx/graphics/GL20.html#GL_TRIANGLES"><code>GL20.GL_TRIANGLES
</code></a></div>
</li>
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<a name="material">
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<h4>material
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Material.html" title="class in com.badlogic.gdx.graphics.g3d">Material
</a> material
</pre>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Material.html" title="class in com.badlogic.gdx.graphics.g3d"><code>Material
</code></a> to be applied to the mesh
</div>
</li>
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<a name="bones">
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<h4>bones
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/math/Matrix4.html" title="class in com.badlogic.gdx.math">Matrix4
</a>[] bones
</pre>
<div class="block">the bones transformations used for skinning, or null if not applicable
</div>
</li>
</ul>
<a name="environment">
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<h4>environment
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Environment.html" title="class in com.badlogic.gdx.graphics.g3d">Environment
</a> environment
</pre>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Environment.html" title="class in com.badlogic.gdx.graphics.g3d"><code>Environment
</code></a> to be used to render this Renderable, may be null
</div>
</li>
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<a name="shader">
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<h4>shader
</h4>
<pre>public
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Shader.html" title="interface in com.badlogic.gdx.graphics.g3d">Shader
</a> shader
</pre>
<div class="block">the
<a href="../../../../../com/badlogic/gdx/graphics/g3d/Shader.html" title="interface in com.badlogic.gdx.graphics.g3d"><code>Shader
</code></a> to be used to render this Renderable, may be null.
It is not guaranteed that the shader will be used, the used
<a href="../../../../../com/badlogic/gdx/graphics/g3d/utils/ShaderProvider.html" title="interface in com.badlogic.gdx.graphics.g3d.utils"><code>ShaderProvider
</code></a> is responsible
for actually choosing the correct shader to use.
</div>
</li>
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<h4>userData
</h4>
<pre>public
java.lang.Object userData
</pre>
<div class="block">user definable value.
</div>
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</li>
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</h4>
<pre>public
Renderable()
</pre>
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