API reference

Every public class, method, and event in @codexo/exojs. Generated from source.

C

classParticleBufferLayout

@codexo/exojs-particles / particles / stable

Describes the interleaved buffer a render mode's `build()` fills each frame. Deliberately not a `Geometry`. A `Geometry` requires a position attribute, requires that attribute to carry at least two components, and validates any index list against the vertex count implied by its `vertexData` - three rules that are meaningful for geometry and meaningless for a per-instance record. Satisfying them used to cost the instanced modes a zero-filled placeholder buffer that was never uploaded, sized purely to keep the index check quiet. What is checked here is the subset that protects a real GPU binding: a positive stride, at least one attribute, unique names, and ranges that neither overlap each other nor reach past the stride. A layout is a description rather than a resource: it owns no GPU handle and needs no disposal.

6
props
0
methods
0
events
Import
import { ParticleBufferLayout } from '@codexo/exojs-particles'

Describes the interleaved buffer a render mode's `build()` fills each frame.

Deliberately not a `Geometry`. A `Geometry` requires a position attribute, requires that attribute to carry at least two components, and validates any index list against the vertex count implied by its `vertexData` - three rules that are meaningful for geometry and meaningless for a per-instance record. Satisfying them used to cost the instanced modes a zero-filled placeholder buffer that was never uploaded, sized purely to keep the index check quiet.

What is checked here is the subset that protects a real GPU binding: a positive stride, at least one attribute, unique names, and ranges that neither overlap each other nor reach past the stride.

A layout is a description rather than a resource: it owns no GPU handle and needs no disposal.

Constructors1
Properties6
indices: Uint16Array<ArrayBufferLike> | Uint32Array<ArrayBufferLike> | null
stride: number
indexCount: number
Elements one draw consumes from indices, or 0 when there are none.
Source