Unigine.WidgetSpriteNode Class
Inherits from: | WidgetSprite |
This class is used to display separate nodes together with all their children. This widget supports alpha channel masking. But unlike WidgetSpriteViewport, it does not support engine postprocesses (like HDR, DOF, motion blur, glow, etc.); only postprocess materials can be applied to it.
WidgetSpriteNode Class
Properties
Node Node#
The node set for displaying.
float IFps#
The frame duration used to render WidgetSpriteNode viewport.
int LightUsage#
The type of lighting for the WidgetSpriteNode.
int SkipFlags#
The skip flag set for the current viewport.
string EnvironmentTexturePath#
The path of the Environment texture.
mat4 Modelview#
The model-view matrix.
mat4 Projection#
The projection matrix.
int ReflectionViewportMask#
The bit mask for rendering reflections into the viewport. Reflections are rendered in the sprite viewport if masks of reflective materials match this one (one bit at least).
int ViewportMask#
The bit mask for rendering into the viewport. Node is rendered in the sprite viewport if its mask matches this one.
int TextureHeight#
The height of the texture buffer used for a widget that affects the widget size.
int TextureWidth#
The width of the texture buffer used for a widget that affects the widget size.
bool AspectCorrection#
The value indicating if the aspect correction enabled for WidgetSpriteNode.
bool UseTAAOffset#
The value indicating if skipping render mode check is enabled for using TAA. Can be used to ensure proper TAA calculation when rendering mode for the Viewport is set to RENDER_DEPTH.
Members
WidgetSpriteNode ( Gui gui, int width, int height ) #
Constructor. Creates a new sprite with given properties and adds it to the specified GUI.Arguments
- Gui gui - GUI, to which the new sprite will belong.
- int width - Width of the sprite.
- int height - Height of the sprite.
WidgetSpriteNode ( int width, int height ) #
Constructor. Creates a new sprite with given properties and adds it to the Engine GUI.Arguments
- int width - Width of the sprite.
- int height - Height of the sprite.
void SetCamera ( Camera camera ) #
Copies parameters of the given Camera instance.Arguments
- Camera camera - Camera to be copied.
Camera GetCamera ( ) #
Copies the instance of camera.Return value
Camera instance.void SetUseTAAOffset ( bool offset ) #
Sets a value indicating if skipping render mode check is enabled for using TAA. Can be used to ensure proper TAA calculation when rendering mode for the Viewport is set to RENDER_DEPTH.Arguments
- bool offset - true to enable skipping render mode check and use TAA; otherwise false.
bool IsUseTAAOffset ( ) #
Returns a value indicating if skipping render mode check is enabled for using TAA. Can be used to ensure proper TAA calculation when rendering mode for the Viewport is set to RENDER_DEPTH.Return value
true if skipping render mode check is enabled for using TAA; otherwise false.void AppendSkipFlags ( int flags ) #
Appends a new skip flag without rewriting already set.Arguments
- int flags - A skip flag. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
int CheckSkipFlags ( int flags ) #
Checks if given flags are already set.Arguments
- int flags - A skip flag. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
Return value
1 if flag/flags already set, otherwise 0.void RemoveSkipFlags ( int flags ) #
Removes the given skip flag without affecting other set flags.Arguments
- int flags - A skip flag to be removed. Available flags:
- SKIP_SHADOWS
- SKIP_VISUALIZER
- SKIP_POSTEFFECTS
- SKIP_DYNAMIC_REFLECTIONS
- SKIP_VELOCITY_BUFFER
- SKIP_SRGB
void RenderTexture ( Texture texture ) #
Renders the sprite node into the specified target texture.Arguments
- Texture texture - Target texture.
Last update:
2023-07-06
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