engine.RenderContext Functions
The scope of applications for UnigineScript is limited to implementing materials-related logic (material expressions, scriptable materials, brush materials). Do not use UnigineScript as a language for application logic, please consider C#/C++ instead, as these APIs are the preferred ones. Availability of new Engine features in UnigineScript (beyond its scope of applications) is not guaranteed, as the current level of support assumes only fixing critical issues.
RenderContext Class
Members
int createContext ( void * handle, int width, int height ) #
Creates a new rendering context.Arguments
- void * handle - Window handle.
- int width - Canvas width.
- int height - Canvas height.
Return value
1 if rendering context is created successfully; otherwise, 0.int isCreated ( ) #
Returns a value indicating if rendering context is created.Return value
1 if rendering context is created successfully; otherwise, 0.int destroyContext ( ) #
Destroys the rendering context.Return value
1 if the rendering context is destroyed successfully; otherwise, 0.int getContextAPI ( ) #
Returns the graphics API of the rendering context.Return value
One of the following values:string getContextName ( ) #
Returns the name of the graphics API of the rendering context.Return value
One of the following values:- opengl
- direct3d11
void * getD3D11Context ( ) #
Returns a pointer to the existing ID3D11DeviceContext interface.Return value
ID3D11DeviceContext interface pointer.void * getD3D11DepthStencil ( ) #
Returns a pointer to the depth stencil texture.Return value
Depth stencil texture pointer.void * getD3D11DepthStencilView ( ) #
Returns a pointer to the existing ID3D11DepthStencilView interface.Return value
ID3D11DepthStencilView interface pointer.void * getD3D11Device ( ) #
Returns a pointer to the existing ID3D11Device interface.Return value
ID3D11Device interface pointer.void * getD3D11RenderTarget ( ) #
Returns a pointer to the render target texture.Return value
Render target texture pointer.void * getD3D11RenderTargetView ( ) #
Returns a pointer to the existing ID3D11RenderTargetView interface.Return value
ID3D11RenderTargetView interface pointer.void * getD3D11SwapChain ( ) #
Returns a pointer to the existing IDXGISwapChain interface.Return value
IDXGISwapChain interface pointer.void * getHandle ( ) #
Returns a window handle.Return value
Window handle.void * getGLContext ( ) #
Returns a pointer to the OpenGL context.Return value
OpenGL context pointer.void * getGLDisplay ( ) #
Returns a pointer to the OpenGL display.Return value
OpenGL display pointer.int resizeWindow ( int width, int height ) #
Resizes the window.Arguments
- int width - New window width.
- int height - New window height.
Return value
1 if the window is resized successfully; otherwise, 0.int renderWindow ( ) #
Renders the window.Return value
1 if the window is rendered successfully; otherwise, 0.int swapWindow ( ) #
Swaps the window.Return value
1 if the window is swapped successfully; otherwise, 0.int isReady ( ) #
Returns a value indicating if the rendering context is ready.Return value
1 if the rendering context is ready; otherwise, 0.void * createVisual ( ) #
Creates a visual context.Return value
Pointer to the created visual context.Last update:
2021-12-13
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)