| text | 
| BlendFactor | To set up the "blend" factors if a Programhas.blendEnabled. | 
| BlendFunc | To set up the "blend" functions if a Programhas.blendEnabled. | 
| Buffer | A Buffer stores all graphic elements and handles the data for an OpenGL-vertex buffer, for<T>it has to use a macro generatedElementtype.Used by a
 Programall contained elements will be rendered by the corresponding shaders/textures and the same buffer can also be shared by several programs. | 
| Color | Represents a color value what is stored inside a 32 bit integer.The supported format is
 RGBA, so it uses oneByteperred,green,blueandalphachannel into order. | 
| Display | A Display represents an rectangular area inside the PeoteViewwhat contains aProgramlist for rendering.All the inner content can be shifted and zoomed.
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| Load | The Loadclass provides a set of static methods to load text, images or bytesasyncby using Lime Futures.
Data can be loaded from thefilesystem(by specify a filename e.g. "assets/..."") or also viahttp/httpsprotocol (by specify an url adress). | 
| Mask | Provides the mask values of how a Programis using or drawing into the stencil buffer. | 
| PeoteView | PeoteView represents the main "view" that must be called in a Lime application at startup to initialize the OpenGL-context and the onRenderandonResizeevents.It contains a list of
 Displayareas and the entire view can be moved and zoomed. | 
| Program | The Program is rendering the graphical elements of a Bufferwith the corresponding shader and assignedTextures.The shader code can be modified at runtime by formulas or also by
 glslcode-injection and customuniforms.It supports different modes for
 color blending,stencil masksordepth-buffer. | 
| Texture | A Texturecan be used inside ofPrograms to render image data.It can store multiple
 TextureDatain slots that can be divided into tiles for texture atlases.The precision (int/float) and amount of colorchannels can be defined by
 TextureFormat. Mipmapping and filtering is supported. | 
| TextureCache | Provides a set of Textures and slots to automatically store multipleTextureDatawhere it fits best. | 
| TextureConfig | This struct is to configure the properties of a new Texture. | 
| TextureData | Stores image data into different TextureFormats to use it forTextures.It supports basic converting functions and a low level api to edit pixels.
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| TextureDataImpl | Stores image data into different TextureFormats to use it forTextures.It supports basic converting functions and a low level api to edit pixels.
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| TextureFormat | Specifies the colorchannels and precision for storing imagedata and provides the formatforTextureDataandTextures byTextureConfig.The value of a color/alpha channel of a pixel can have 8 bit integer or alternatively 32 bit floatpoint precision.
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| UniformFloat | Set up a custom "uniform" that can be accessed within glsl shadercode. |