Available on all platforms
...
new()
@:value(new Vector<ParticleAnimationData>())animationParticles:Vector<ParticleAnimationData> = new Vector<ParticleAnimationData>()
@:value(0)numProcessedVertices:Int = 0
read onlynumVertices:Int
@:value(Math.NEGATIVE_INFINITY)previousTime:Float = Math.NEGATIVE_INFINITY
read onlytotalLenOfOneVertex:Int
read onlyvertexData:Vector<Float>
activateVertexBuffer(index:Int, bufferOffset:Int, stage3DProxy:Stage3DProxy, format:Context3DVertexBufferFormat):Void
createVertexData(numVertices:Int, totalLenOfOneVertex:Int):Void
dispose():Void
invalidateBuffer():Void