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  var Cesium = { _shaders : {} };
  Cesium.AxisAlignedBoundingBox = Core_AxisAlignedBoundingBox;
  Cesium.AxisAlignedBoundingRectangle = Core_AxisAlignedBoundingRectangle;
  Cesium.BoundingSphere = Core_BoundingSphere;
  Cesium.BoxTessellator = Core_BoxTessellator;
  Cesium.Cache = Core_Cache;
  Cesium.CachePolicy = Core_CachePolicy;
  Cesium.Cartesian2 = Core_Cartesian2;
  Cesium.Cartesian3 = Core_Cartesian3;
  Cesium.Cartesian4 = Core_Cartesian4;
  Cesium.Cartographic2 = Core_Cartographic2;
  Cesium.Cartographic3 = Core_Cartographic3;
  Cesium.CatmullRomSpline = Core_CatmullRomSpline;
  Cesium.Color = Core_Color;
  Cesium.ComponentDatatype = Core_ComponentDatatype;
  Cesium.CubeMapEllipsoidTessellator = Core_CubeMapEllipsoidTessellator;
  Cesium.DefaultProxy = Core_DefaultProxy;
  Cesium.DeveloperError = Core_DeveloperError;
  Cesium.Ellipsoid = Core_Ellipsoid;
  Cesium.EllipsoidTangentPlane = Core_EllipsoidTangentPlane;
  Cesium.Enumeration = Core_Enumeration;
  Cesium.EquidistantCylindricalProjection = Core_EquidistantCylindricalProjection;
  Cesium.EventHandler = Core_EventHandler;
  Cesium.EventModifier = Core_EventModifier;
  Cesium.ExtentTessellator = Core_ExtentTessellator;
  Cesium.FAR = Core_FAR;
  Cesium.HermiteSpline = Core_HermiteSpline;
  Cesium.IndexDatatype = Core_IndexDatatype;
  Cesium.Intersect = Core_Intersect;
  Cesium.IntersectionTests = Core_IntersectionTests;
  Cesium.Jobs = Core_Jobs;
  Cesium.JulianDate = Core_JulianDate;
  Cesium.LeapSecond = Core_LeapSecond;
  Cesium.Math = Core_Math;
  Cesium.Matrix2 = Core_Matrix2;
  Cesium.Matrix3 = Core_Matrix3;
  Cesium.Matrix4 = Core_Matrix4;
  Cesium.MercatorProjection = Core_MercatorProjection;
  Cesium.MeshFilters = Core_MeshFilters;
  Cesium.MouseEventType = Core_MouseEventType;
  Cesium.Occluder = Core_Occluder;
  Cesium.OrientationInterpolator = Core_OrientationInterpolator;
  Cesium.PlaneTessellator = Core_PlaneTessellator;
  Cesium.PolygonPipeline = Core_PolygonPipeline;
  Cesium.PolylinePipeline = Core_PolylinePipeline;
  Cesium.PrimitiveType = Core_PrimitiveType;
  Cesium.Quaternion = Core_Quaternion;
  Cesium.Queue = Core_Queue;
  Cesium.Rectangle = Core_Rectangle;
  Cesium.RuntimeError = Core_RuntimeError;
  Cesium.Shapes = Core_Shapes;
  Cesium.SunPosition = Core_SunPosition;
  Cesium.TimeConstants = Core_TimeConstants;
  Cesium.TimeStandard = Core_TimeStandard;
  Cesium.Tipsify = Core_Tipsify;
  Cesium.Transforms = Core_Transforms;
  Cesium.TridiagonalSystemSolver = Core_TridiagonalSystemSolver;
  Cesium.Visibility = Core_Visibility;
  Cesium.WindingOrder = Core_WindingOrder;
  Cesium.binarySearch = Core_binarySearch;
  Cesium.clone = Core_clone;
  Cesium.combine = Core_combine;
  Cesium.createGuid = Core_createGuid;
  Cesium.destroyObject = Core_destroyObject;
  Cesium.isLeapYear = Core_isLeapYear;
  Cesium.jsonp = Core_jsonp;
  Cesium.pointInsideTriangle2D = Core_pointInsideTriangle2D;
  Cesium.requestAnimationFrame = Core_requestAnimationFrame;
  Cesium.shallowEquals = Core_shallowEquals;
  Cesium.BlendEquation = Renderer_BlendEquation;
  Cesium.BlendFunction = Renderer_BlendFunction;
  Cesium.BlendingState = Renderer_BlendingState;
  Cesium.Buffer = Renderer_Buffer;
  Cesium.BufferUsage = Renderer_BufferUsage;
  Cesium.Context = Renderer_Context;
  Cesium.CubeMap = Renderer_CubeMap;
  Cesium.CullFace = Renderer_CullFace;
  Cesium.DepthFunction = Renderer_DepthFunction;
  Cesium.Framebuffer = Renderer_Framebuffer;
  Cesium.MipmapHint = Renderer_MipmapHint;
  Cesium.PickFramebuffer = Renderer_PickFramebuffer;
  Cesium.PixelDatatype = Renderer_PixelDatatype;
  Cesium.PixelFormat = Renderer_PixelFormat;
  Cesium.Renderbuffer = Renderer_Renderbuffer;
  Cesium.RenderbufferFormat = Renderer_RenderbufferFormat;
  Cesium.ShaderCache = Renderer_ShaderCache;
  Cesium.ShaderProgram = Renderer_ShaderProgram;
  Cesium.StencilFunction = Renderer_StencilFunction;
  Cesium.StencilOperation = Renderer_StencilOperation;
  Cesium.Texture = Renderer_Texture;
  Cesium.TextureAtlas = Renderer_TextureAtlas;
  Cesium.TextureMagnificationFilter = Renderer_TextureMagnificationFilter;
  Cesium.TextureMinificationFilter = Renderer_TextureMinificationFilter;
  Cesium.TextureWrap = Renderer_TextureWrap;
  Cesium.UniformDatatype = Renderer_UniformDatatype;
  Cesium.UniformState = Renderer_UniformState;
  Cesium.VertexArray = Renderer_VertexArray;
  Cesium.VertexArrayFacade = Renderer_VertexArrayFacade;
  Cesium.VertexLayout = Renderer_VertexLayout;
  Cesium.AnimationCollection = Scene_AnimationCollection;
  Cesium.ArcGISTileProvider = Scene_ArcGISTileProvider;
  Cesium.Billboard = Scene_Billboard;
  Cesium.BillboardCollection = Scene_BillboardCollection;
  Cesium.BingMapsStyle = Scene_BingMapsStyle;
  Cesium.BingMapsTileProvider = Scene_BingMapsTileProvider;
  Cesium.BlobMaterial = Scene_BlobMaterial;
  Cesium.Camera = Scene_Camera;
  Cesium.Camera2DController = Scene_Camera2DController;
  Cesium.CameraColumbusViewController = Scene_CameraColumbusViewController;
  Cesium.CameraControllerCollection = Scene_CameraControllerCollection;
  Cesium.CameraEventHandler = Scene_CameraEventHandler;
  Cesium.CameraEventType = Scene_CameraEventType;
  Cesium.CameraFlightController = Scene_CameraFlightController;
  Cesium.CameraFreeLookController = Scene_CameraFreeLookController;
  Cesium.CameraHelpers = Scene_CameraHelpers;
  Cesium.CameraSpindleController = Scene_CameraSpindleController;
  Cesium.CameraSpindleControllerMode = Scene_CameraSpindleControllerMode;
  Cesium.CentralBody = Scene_CentralBody;
  Cesium.CheckerboardMaterial = Scene_CheckerboardMaterial;
  Cesium.ColorMaterial = Scene_ColorMaterial;
  Cesium.ComplexConicSensorVolume = Scene_ComplexConicSensorVolume;
  Cesium.CompositePrimitive = Scene_CompositePrimitive;
  Cesium.CompositeTileProvider = Scene_CompositeTileProvider;
  Cesium.CustomSensorVolume = Scene_CustomSensorVolume;
  Cesium.DistanceIntervalMaterial = Scene_DistanceIntervalMaterial;
  Cesium.DotMaterial = Scene_DotMaterial;
  Cesium.EulerSolver = Scene_EulerSolver;
  Cesium.FacetMaterial = Scene_FacetMaterial;
  Cesium.GravityForce = Scene_GravityForce;
  Cesium.HorizontalOrigin = Scene_HorizontalOrigin;
  Cesium.HorizontalStripeMaterial = Scene_HorizontalStripeMaterial;
  Cesium.Label = Scene_Label;
  Cesium.LabelCollection = Scene_LabelCollection;
  Cesium.LabelStyle = Scene_LabelStyle;
  Cesium.OpenStreetMapTileProvider = Scene_OpenStreetMapTileProvider;
  Cesium.OrthographicFrustum = Scene_OrthographicFrustum;
  Cesium.Particle = Scene_Particle;
  Cesium.ParticleSystem = Scene_ParticleSystem;
  Cesium.PerformanceDisplay = Scene_PerformanceDisplay;
  Cesium.PerspectiveFrustum = Scene_PerspectiveFrustum;
  Cesium.Polygon = Scene_Polygon;
  Cesium.Polyline = Scene_Polyline;
  Cesium.Projections = Scene_Projections;
  Cesium.RectangularPyramidSensorVolume = Scene_RectangularPyramidSensorVolume;
  Cesium.Scene = Scene_Scene;
  Cesium.SceneMode = Scene_SceneMode;
  Cesium.SceneTransitioner = Scene_SceneTransitioner;
  Cesium.SensorVolumeCollection = Scene_SensorVolumeCollection;
  Cesium.SingleTileProvider = Scene_SingleTileProvider;
  Cesium.SolidColorTileProvider = Scene_SolidColorTileProvider;
  Cesium.SphericalRepulsionForce = Scene_SphericalRepulsionForce;
  Cesium.SpringForce = Scene_SpringForce;
  Cesium.Texture2DPool = Scene_Texture2DPool;
  Cesium.TieDyeMaterial = Scene_TieDyeMaterial;
  Cesium.Tile = Scene_Tile;
  Cesium.TileState = Scene_TileState;
  Cesium.VectorForce = Scene_VectorForce;
  Cesium.VerticalOrigin = Scene_VerticalOrigin;
  Cesium.VerticalStripeMaterial = Scene_VerticalStripeMaterial;
  Cesium.ViewportQuad = Scene_ViewportQuad;
  Cesium.ViscousDrag = Scene_ViscousDrag;
  Cesium.combineMaterials = Scene_combineMaterials;
  Cesium._shaders.BillboardCollectionFS = Shaders_BillboardCollectionFS;
  Cesium._shaders.BillboardCollectionVS = Shaders_BillboardCollectionVS;
  Cesium._shaders.BlobMaterial = Shaders_BlobMaterial;
  Cesium._shaders.BuiltinFunctions = Shaders_BuiltinFunctions;
  Cesium._shaders.CentralBodyFS = Shaders_CentralBodyFS;
  Cesium._shaders.CentralBodyFSDepth = Shaders_CentralBodyFSDepth;
  Cesium._shaders.CentralBodyFSFilter = Shaders_CentralBodyFSFilter;
  Cesium._shaders.CentralBodyVS = Shaders_CentralBodyVS;
  Cesium._shaders.CentralBodyVSDepth = Shaders_CentralBodyVSDepth;
  Cesium._shaders.CentralBodyVSFilter = Shaders_CentralBodyVSFilter;
  Cesium._shaders.CheckerboardMaterial = Shaders_CheckerboardMaterial;
  Cesium._shaders.ColorMaterial = Shaders_ColorMaterial;
  Cesium._shaders.ComplexConicSensorVolumeFS = Shaders_ComplexConicSensorVolumeFS;
  Cesium._shaders.ComplexConicSensorVolumeVS = Shaders_ComplexConicSensorVolumeVS;
  Cesium._shaders.ConstructiveSolidGeometry = Shaders_ConstructiveSolidGeometry;
  Cesium._shaders.CustomSensorVolumeFS = Shaders_CustomSensorVolumeFS;
  Cesium._shaders.CustomSensorVolumeVS = Shaders_CustomSensorVolumeVS;
  Cesium._shaders.DistanceIntervalMaterial = Shaders_DistanceIntervalMaterial;
  Cesium._shaders.DotMaterial = Shaders_DotMaterial;
  Cesium._shaders.FacetMaterial = Shaders_FacetMaterial;
  Cesium._shaders.HorizontalStripeMaterial = Shaders_HorizontalStripeMaterial;
  Cesium._shaders.Noise = Shaders_Noise;
  Cesium._shaders.PolygonFS = Shaders_PolygonFS;
  Cesium._shaders.PolygonFSPick = Shaders_PolygonFSPick;
  Cesium._shaders.PolygonVS = Shaders_PolygonVS;
  Cesium._shaders.PolygonVSPick = Shaders_PolygonVSPick;
  Cesium._shaders.PolylineFS = Shaders_PolylineFS;
  Cesium._shaders.PolylineVS = Shaders_PolylineVS;
  Cesium._shaders.Ray = Shaders_Ray;
  Cesium._shaders.SensorVolume = Shaders_SensorVolume;
  Cesium._shaders.SkyAtmosphereFS = Shaders_SkyAtmosphereFS;
  Cesium._shaders.SkyAtmosphereVS = Shaders_SkyAtmosphereVS;
  Cesium._shaders.TieDyeMaterial = Shaders_TieDyeMaterial;
  Cesium._shaders.VerticalStripeMaterial = Shaders_VerticalStripeMaterial;
  Cesium._shaders.ViewportQuadFS = Shaders_ViewportQuadFS;
  Cesium._shaders.ViewportQuadVS = Shaders_ViewportQuadVS;
  Cesium.Chain = ThirdParty_Chain;
  Cesium.Tween = ThirdParty_Tween;
  Cesium.measureText = ThirdParty_measureText;
  return Cesium;
});
 
//第一个属性:Core_AxisAlignedBoundingBox
轴对齐的外接箱子
//第二个属性:Core_AxisAlignedBoundingRectangle
轴对齐的外接矩形
//第三个属性:Core_BoundingSphere
外接椭圆
//第四个属性:BoxTessellator
箱子tessellator
//第五个属性:Cache
缓存
//第六个属性:CachePolicies
定义缓存replacement策略
//第七个属性:Cartesian2
一个二维的Cartesian点
//第八个属性:Cartesian3
一个三维的Cartesian点
//第九个属性:Cartesian4
一个四维的Cartesian点
第十个属性:Cartographic2
A position defined by longitude and latitude; height is assumed to be zero.由经纬度组成的点。高程为0。
第十一个属性:Cartographic3
A position defined by longitude, latitude, and height.由经纬度和高程组成的点。
第十二个属性:CatmullRomSpline
A Catmull-Rom spline is a cubic spline where the tangent at control points,  except the first and last, are computed using the previous and next control points.  Catmull-Rom splines are in the class C1.
第十三个属性:Color
A color, specified using red, green, blue, and alpha values, * which range from 0 (no intensity) to 1.0 (full intensity).
第十四个属性:ComponentDatatype
Earlier versions of IE do not support typed arrays, and as a result, using them below will cause the setup function itself to fail, causing the page to abort load, and preventing us from prompting to install  Chrome Frame.  To avoid this, bail out early and return a dummy object, since we won't be able to create a WebGL context anyway.
第十五个属性:CubeMapEllipsoidTessellator
DOC_TBA
第十六个属性:DefaultProxy
A simple proxy that appends the desired resource as the sole query parameter to the given proxy URL.
第十七个属性:DeveloperError
Constructs an exception object that is thrown due to a developer error, e.g., invalid argument, * argument out of range, etc.  This exception should only be thrown during development; * it usually indicates a bug in the calling code.  This exception should never be * caught; instead the calling code should strive not to generate it. * <br /><br /> * On the other hand, a {@link RuntimeError} indicates an exception that may * be thrown at runtime, e.g., out of memory, that the calling code should be prepared * to catch.
第十八个属性:Ellipsoid
DOC_TBA
第十九个属性:EllipsoidTangentPlane
DOC_TBA
第二十个属性:Enumeration
Constructs an enumeration that contains both a numeric value and a name. This is used so the name of the enumeration is available in the debugger.
第二十一个属性:EquidistantCylindricalProjection
DOC_TBA
第二十二个属性:EventHandler
Handles user input events. Custom functions can be added to be executed on when the user enters input.
第二十三个属性:EventModifier
This enumerated type is for representing keyboard modifiers. These are keys that are held down in addition to other event types.
第二十四个属性:ExtentTessellator
Contains class functions to create a mesh or vertex array from a cartographic extent.
第二十五个属性:FAR
Distance from the Sun to Pluto in meters.
第二十六个属性:HermiteSpline
A Hermite spline is a cubic interpolating spline. Positions, tangents, and times must be defined  for each control point. If no tangents are specified by the control points, the end and interior  tangents are generated, creating a natural cubic spline. If the only tangents specified are at  the end control points, the interior tangents will be generated as well, creating a clamped cubic  spline. Otherwise, it is assumed that each control point defines a tangent at that point.   Natural and clamped cubic splines are in the class C<sup>2</sup>.
第二十七个属性:IndexDatatype
DOC_TBA
第二十八个属性:Intersect
This enumerated type is used in determining where, relative to the frustum, an  object is located. The object can either be fully contained within the frustum (INSIDE),  partially inside the frustum and partially outside (INTERSECTING), or somwhere entirely  outside of the frustum's 6 planes (OUTSIDE).
第二十九个属性:IntersectionTests
DOC_TBA
第三十个属性:Jobs
Jobs for use with {@link <a href="https://github.com/chriso/chain.js">chain.js</a>}. * Jobs can be used to asynchronously download resources, such as images, and create * function dependencies, e.g., download these images asynchronously, and create a texture for * each when the download completes.
第三十一个属性:JulianDate
Constructs an immutable JulianDate instance from a Julian day number and the number of seconds elapsed * into that day as arguments (along with an optional time standard).  Passing no parameters will * construct a JulianDate that represents the current system time.</p> * * <p>An astronomical Julian Date is the number of days since noon on January 1, -4712 (4713 BC). * For increased precision, this class stores the whole number part of the date and the seconds * part of the date in separate components.</p> * * <p>This type assumes that days always have TimeConstants.SECONDS_PER_DAY (86400.0) seconds. * When using a JulianDate with the (UTC) time standard, a day with a leap second actually * has 86401.0 seconds.  The end result is that JulianDate cannot represent the moment of a * leap second with the UTC time standard. However, it can represent the moment of a leap second in the * International Atomic Time standard {@link TimeStandard.TAI}.  Also, subtracting * two UTC dates that are on opposite sides of a leap second will correctly take the leap second into * account.</p>
第三十二个属性:LeapSecond
Describes a single leap second, which is constructed from a {@link JulianDate} and a numerical offset representing the number of seconds between the TAI and UTC time standards.
第三十三个属性:Math
Math functions.
第三十四个属性:Matrix2
A 2x2 matrix, stored internally in column-major order.
第三十五个属性:Matrix3
A 3x3 matrix, stored internally in column-major order.
第三十六个属性:Matrix4
 A 4x4 matrix, stored internally in column-major order.
第三十七个属性:MercatorProjection
墨卡托投影。
第三十八个属性:MeshFilters
包含多个属性:(1)Converts a mesh's triangle indices to line indices.  Each list of indices in the mesh's <code>indexList</code> with * a primitive type of <code>triangles</code>, <code>triangleStrip</code>, or <code>trangleFan</code> is converted to a * list of indices with a primitive type of <code>lines</code>.  Lists of indices with other primitive types remain unchanged. * <br /><br /> * The <code>mesh</code> argument should use the standard layout like the mesh returned by {@link BoxTessellator}. * <br /><br /> * This filter is commonly used to create a wireframe mesh for visual debugging.
第三十九个属性:MouseEventType
This enumerated type is for classifying mouse events: down, up, click, double click, move and move while a button is held down.
第四十个属性:Occluder
Creates an Occluder derived from an object's position and radius, as well as the camera position. The occluder can be used to determine wether or not other objects are visible or hidden behind the  visible horizon defined by the occluder and camera position.
第四十一个属性:OrientationInterpolator
Smoothly interpolates orientation, represented by <code>Quaternion</code>s, over time. For example, this can be used to set a camera's axes along a path.
第四十二个属性:PlaneTessellator
DOC_TBA
第四十三个属性:PolygonPipeline
DOC_TBA
第四十四个属性:PolylinePipeline
DOC_TBA
第四十五个属性:PrimitiveType
DOC_TBA
第四十六个属性:Quaternion
DOC_TBA
第四十七个属性:Queue
A queue that can enqueue items at the end, and dequeue items from the front.
第四十八个属性:Rectangle
DOC_TBA
第四十九个属性:RuntimeError
Constructs an exception object that is thrown due to an error that can occur at runtime, e.g., * out of memory, could not compile shader, etc.  If a function may throw this * exception, the calling code should be prepared to catch it. * <br /><br /> * On the other hand, a {@link DeveloperError} indicates an exception due * to a developer error, e.g., invalid argument, that usually indicates a bug in the * calling code.
第五十个属性:Shapes
Functions to compute the boundary positions for shapes, such as circles, * drawn on the ellipsoid.
第五十一个属性:SunPosition
DOC_TBA
第五十二个属性:TimeConstants
Constants for time conversions like those done by {@link JulianDate}.
第五十三个属性:TimeStandard
Provides a means for measuring time by specifying the rate at which time passes and/or * points in time. Note that for many operations, an arithmetically safe standard (such as TAI) * should be used in order to correctly compare times. Additionally, functions to convert between * time standards and other supplemental functions are provided.
第五十四个属性:Tipsify
Encapsulates an algorithm to optimize triangles for the post * vertex-shader cache.  This is based on the 2007 SIGGRAPH paper * "Fast Triangle Reordering for Vertex Locality and Reduced Overdraw." * The runtime is linear but several passes are made.
第五十五个属性:Transforms
DOC_TBA。矩阵变换。
第五十六个属性:TridiagonalSystemSolver
Uses the Tridiagonal Matrix Algorithm, also known as the Thomas Algorithm, to solve * a system of linear equations where the coefficient matrix is a tridiagonal matrix.
第五十七个属性:Visibility
This enumerated type is used in determining to what extent an object, the occludee, * is visible during horizon culling. An occluder may fully block an occludee, in which case * it has no visibility, may partially block an occludee from view, or may not block it at all, * leading to full visibility.
第五十八个属性:WindingOrder
DOC_TBA
第五十九个属性:binarySearch
Finds an item in a sorted array.
第六十个属性:clone
复制对象
第六十一个属性:combine
DOC_TBA
第六十二个属性:createGuid
Creates a Globally unique identifier (GUID) string.  A GUID is 128 bits long, and can guarantee uniqueness across space and time.
第六十三个属性:destroyObject
Destroys an object.  Each of the object's functions, including functions in its prototype, is replaced with a function that throws  a {@link DeveloperError}, except for the object's <code>isDestroyed</code> function, which is set to a function that returns  <code>true</code>.  The object's properties are removed with <code>delete</code>.  <br /><br />  This function is used by objects that hold native resources, e.g., WebGL resources, which need to be explicitly released.  Client code  calls an object's <code>destroy</code> function, which then releases the native resource and calls <code>destroyObject</code> to put  itself in a destroyed state.
第六十四个属性:isLeapYear
Determines if a given date is a leap year.
第六十五个属性:jsonp
Requests a resource using JSONP.
第六十六个属性:pointInsideTriangle2D
DOC_TBA
第六十七个属性:requestAnimationFrame
A browser-independent function to request a new animation frame.  This is used to create an application's draw loop as shown in the example below.
第六十八个属性:shallowEquals
DOC_TBA
______________________________________________________________________________________________________________________________
第六十九个属性:BlendEquation
DOC_TBA
第七十个属性:BlendFunction
DOC_TBA
第七十一个属性:BlendingState
DOC_TBA
第七十二个属性:Buffer
DOC_TBA
第七十三个属性:BufferUsage
DOC_TBA
第七十四个属性:Context
DOC_TBA。设置Canvas。和一些GL属性。
第七十五个属性:CubeMap
DOC_TBA
第七十六个属性:CullFace
DOC_TBA
第七十七个属性:DepthFunction
DOC_TBA
第七十八个属性:Framebuffer
DOC_TBA
第七十九个属性:MipmapHint
DOC_TBA
第八十个属性:PickFramebuffer
DOC_TBA
第八十一个属性:PixelDatatype
DOC_TBA
第八十二个属性:PixelFormat
DOC_TBA
第八十三个属性:Renderbuffer
DOC_TBA
第八十四个属性:RenderbufferFormat
DOC_TBA
第八十五个属性:ShaderCache
DOC_TBA
第八十六个属性:ShaderProgram
A shader program's uniform, including the uniform's value.  This is most commonly used to change * the value of a uniform, but can also be used retrieve a uniform's name and datatype, * which is useful for creating user interfaces for tweaking shaders.
第八十七个属性:StencilFunction
DOC_TBA
第八十八个属性:StencilOperation
DOC_TBA
第八十九个属性:Texture
DOC_TBA
第九十个属性:TextureAtlas
DOC_TBA
第九十一个属性:TextureMagnificationFilter
DOC_TBA
第九十二个属性:TextureMinificationFilter
DOC_TBA
第九十三个属性:TextureWrap
DOC_TBA
第九十四个属性:UniformDatatype
Indicates a GLSL uniform's datatype.
第九十五个属性:UniformState
DOC_TBA
第九十六个属性:VertexArray
DOC_TBA
第九十七个属性:VertexArrayFacade
DOC_TBA
第九十八个属性:VertexLayout
Determines if vertex attributes are interleaved in a single vertex buffer or if each attribute is stored in a separate vertex buffer.
posted on 2022-06-05 16:38  XiaoNiuFeiTian  阅读(645)  评论(0编辑  收藏  举报