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<div class="subTitle">com.badlogic.gdx.graphics.g3d</div>
<h2 title="Class Renderable" class="title">Class Renderable</h2>
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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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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<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>
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<td class="colOne"><code><strong><a href="../../../../../com/badlogic/gdx/graphics/g3d/Renderable.html#Renderable()">Renderable</a></strong>()</code>&nbsp;</td>
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<h4>worldTransform</h4>
<pre>public final&nbsp;<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>
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<pre>public&nbsp;<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>
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<pre>public&nbsp;int meshPartOffset</pre>
<div class="block">the offset into the mesh's indices</div>
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<pre>public&nbsp;int meshPartSize</pre>
<div class="block">the number of indices/vertices to use</div>
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<pre>public&nbsp;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>
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<h4>material</h4>
<pre>public&nbsp;<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>
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<h4>bones</h4>
<pre>public&nbsp;<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>
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<h4>environment</h4>
<pre>public&nbsp;<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>
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<h4>shader</h4>
<pre>public&nbsp;<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>
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<pre>public&nbsp;java.lang.Object userData</pre>
<div class="block">user definable value.</div>
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<pre>public&nbsp;Renderable()</pre>
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