Renderer Class
Members
int hasGeodeticPivot ( ) #
Returns a value indicating if the rendering scene has a GeodeticPivot.Return value
1 if the rendering scene has a GeodeticPivot; otherwise, 0.int isNode ( ) #
Returns a value indicating if node rendering is in progress.Return value
1 if the node rendering is in progress, otherwise 0.int isReflection ( ) #
Returns a value indicating if reflection rendering is in progress.Return value
1 if reflection rendering is in progress, otherwise 0.int isShadow ( ) #
Returns a value indicating if shadows are rendered.Return value
1 if shadows are rendered; otherwise, 0.int isStereo ( ) #
Returns a value indicating if stereo rendering is enabled.Return value
1 if the stereo rendering is enabled; otherwise, 0.RenderTarget getRenderTarget ( ) #
Returns the render target.Return value
Render target.RenderTarget getPostRenderTarget ( ) #
Returns the post texture render.Return value
Post render target.int useDynamicReflections ( ) #
Returns a value indicating if rendering of dynamic reflections is enabled.Return value
1 if rendering of dynamic reflections is enabled; otherwise, 0.int useOcclusionQueries ( ) #
Returns a value indicating if the occlusion query test is enabled.Return value
1 if the occlusion query test is enabled; otherwise, 0.int usePostEffects ( ) #
Returns a value indicating if rendering of post effects is enabled.Return value
1 if rendering of post effects is enabled; otherwise, 0.int useShadows ( ) #
Returns a value indicating if rendering of shadows is enabled.Return value
1 if rendering of shadows is enabled; otherwise, 0.int useTAA ( ) #
Returns a value indicating if the Temporal Anti-Aliasing (TAA) is enabled.Return value
1 if the Temporal Anti-Aliasing (TAA) is enabled; otherwise, 0.int useVelocityBuffer ( ) #
Returns a value indicating if rendering to the velocity buffer is enabled.Return value
1 if rendering to the velocity buffer is enabled; otherwise, 0.int useVisualizer ( ) #
Returns a value indicating if rendering of the visualizer is enabled.Return value
1 if rendering of the visualizer is enabled; otherwise, 0.Texture createCustomTexture3D ( string name, int width, int height, int depth, int format, int flags = 0 ) #
Creates a custom 3D texture. Such textures can be used in your materials.In your base material:
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::get()->createCustomTexture3D("texture_name", 512, 512, 512, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int depth - Texture depth, in pixels.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 3D texture.Texture createCustomTexture2D ( string name, int width, int height, int format, int flags = 0 ) #
Creates a custom 2D texture array. Such texture can be used in your materials.In your base material:
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::get()->createCustomTexture2D("texture_name", 512, 512, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 2D texture.Texture createCustomTexture2DArray ( string name, int width, int height, int depth, int format, int flags = 0 ) #
Creates a custom 2D texture array. Such texture can be used in your materials.
<!-- ... -->
<texture type="texture_name"/>
<!-- ... -->
Create a corresponding custom texture via code:
// ...
// creating a custom texture
Renderer::get()->createCustomTexture2DArray("texture_name", 512, 512, 16, Texture::FORMAT_RGBA8);
Arguments
- string name - Texture name.
- int width - Texture width, in pixels.
- int height - Texture height, in pixels.
- int depth - Number of elements in the array.
- int format - Texture format, one of the TEXTURE_FORMAT_ values.
- int flags - Texture flags. A combination of flags (such as TEXTURE_USAGE_, TEXTURE_WRAP_, etc.)
Return value
New created custom 2D texture array.Texture getCustomTexture ( string name ) #
Returns a custom texture by its name. Custom textures can be created using createCustomTexture3D(), createCustomTexture3D(), and createCustomTexture3D() methods.Arguments
- string name - Custom texture name.
Return value
Custom texture corresponding to the specified name, if it exists, otherwise NULL.Last update:
2019-08-16
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