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Unigine::Render Class

Header: #include <UnigineRender.h>

Provides access to Unigine rendering functions. For example, it is used by Wall application to render onto multiple monitors.

See Also#

  • A set of UnigineScript API samples located in the <UnigineSDK>/data/samples/rendering/ folder

Render Class

Enums

PASS#

NameDescription
PASS_WIREFRAME = 0Wireframe pass.
PASS_VISUALIZER_SOLID = 1Visualizer pass.
PASS_DEFERRED = 2Deferred pass.
PASS_AUXILIARY = 3Auxiliary pass.
PASS_EMISSION = 4Emission pass.
PASS_REFRACTION = 5Refraction pass.
PASS_TRANSPARENT_BLUR = 6Transparent blur pass.
PASS_AMBIENT = 7Ambient pass.
PASS_LIGHT_VOXEL_PROBE = 8Light voxel probe pass.
PASS_LIGHT_ENVIRONMENT_PROBE = 9Light environment probe pass.
PASS_LIGHT_PLANAR_PROBE = 10Light planar probe pass.
PASS_LIGHT_OMNI = 11Omni light pass.
PASS_LIGHT_PROJ = 12Proj light pass.
PASS_LIGHT_WORLD = 13World light pass.
PASS_SHADOW = 14Shadow pass.
PASS_DEPTH_PRE_PASS = 15Depth pre-pass.
PASS_MS_DEPTH = 16MS depth pass.
PASS_POST = 17Post materials pass.
PASS_LIGHTMAP_DATA = 18Lightmap data rendering pass.
PASS_PROCEDURAL_DECALS = 19Pass for rendering of particles into procedural textures to be used by orthographic decals.
PASS_PROCEDURAL_FIELDS = 20Pass for rendering of particles into procedural textures to be used by height fields.
PASS_CUSTOM_0 = 22Custom pass (unassigned).
PASS_CUSTOM_1 = 23Custom pass (unassigned).
PASS_CUSTOM_2 = 24Custom pass (unassigned).
PASS_CUSTOM_3 = 25Custom pass (unassigned).
PASS_CUSTOM_4 = 26Custom pass (unassigned).
PASS_CUSTOM_5 = 27Custom pass (unassigned).
PASS_CUSTOM_6 = 28Custom pass (unassigned).
PASS_CUSTOM_7 = 29Custom pass (unassigned).
PASS_CUSTOM_8 = 30Custom pass (unassigned).
PASS_CUSTOM_9 = 31Custom pass (unassigned).
PASS_CUSTOM_10 = 32Custom pass (unassigned).
PASS_CUSTOM_11 = 33Custom pass (unassigned).
PASS_CUSTOM_12 = 34Custom pass (unassigned).
PASS_CUSTOM_13 = 35Custom pass (unassigned).
PASS_CUSTOM_14 = 36Custom pass (unassigned).
PASS_CUSTOM_15 = 37Custom pass (unassigned).
PASS_CUSTOM_16 = 38Custom pass (unassigned).
PASS_CUSTOM_17 = 39Custom pass (unassigned).
PASS_CUSTOM_18 = 40Custom pass (unassigned).
PASS_CUSTOM_19 = 41Custom pass (unassigned).
PASS_CUSTOM_20 = 42Custom pass (unassigned).
PASS_CUSTOM_21 = 43Custom pass (unassigned).
PASS_CUSTOM_22 = 44Custom pass (unassigned).
PASS_CUSTOM_23 = 45Custom pass (unassigned).
PASS_CUSTOM_24 = 46Custom pass (unassigned).
PASS_CUSTOM_25 = 47Custom pass (unassigned).
PASS_CUSTOM_26 = 48Custom pass (unassigned).
PASS_CUSTOM_27 = 49Custom pass (unassigned).
PASS_CUSTOM_28 = 50Custom pass (unassigned).
PASS_CUSTOM_29 = 51Custom pass (unassigned).
PASS_CUSTOM_30 = 52Custom pass (unassigned).
PASS_CUSTOM_31 = 53Custom pass (unassigned).
PASS_CUSTOM_32 = 54Custom pass (unassigned).
NUM_PASSES = 55Total number of rendering passes.

CALLBACK_INDEX#

NameDescription
CALLBACK_BEGIN = 0Beginning of the callback range.
CALLBACK_BEGIN_ENVIRONMENT = 1Callback before the Environment rendering stage.
CALLBACK_END_ENVIRONMENT = 2Callback after the Environment rendering stage.
CALLBACK_BEGIN_SHADOWS = 3Callback before the shadows rendering stage.
CALLBACK_BEGIN_WORLD_SHADOW = 4Callback before the stage of rendering shadows from World light sources.
CALLBACK_END_WORLD_SHADOW = 5Callback after the stage of rendering shadows from World light sources.
CALLBACK_BEGIN_PROJ_SHADOW = 6Callback before the stage of rendering shadows from Projected light sources.
CALLBACK_END_PROJ_SHADOW = 7Callback after the stage of rendering shadows from Projected light sources.
CALLBACK_BEGIN_OMNI_SHADOW = 8Callback before the stage of rendering shadows from Omni light sources.
CALLBACK_END_OMNI_SHADOW = 9Callback after the stage of rendering shadows from Omni light sources.
CALLBACK_END_SHADOWS = 10Callback after the shadows rendering stage.
CALLBACK_BEGIN_SCREEN = 11Callback before the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_BEGIN_OPACITY_GBUFFER = 12Callback before filling the Gbuffer.
CALLBACK_END_OPACITY_GBUFFER = 13Callback after filling the Gbuffer.
CALLBACK_BEGIN_OPACITY_DECALS = 14Callback before the opacity decals rendering stage.
CALLBACK_END_OPACITY_DECALS = 15Callback after the opacity decals rendering stage.
CALLBACK_BEGIN_CURVATURE = 16Callback before the SSBevel effect rendering stage.
CALLBACK_END_CURVATURE = 17Callback after the SSBevel effect rendering stage.
CALLBACK_BEGIN_CURVATURE_COMPOSITE = 18Callback before the curvature rendering stage for the SSDirt effect.
CALLBACK_END_CURVATURE_COMPOSITE = 19Callback after the curvature rendering stage for the SSDirt effect.
CALLBACK_BEGIN_SSRTGI = 20Callback before the SSRTGI rendering stage.
CALLBACK_END_SSRTGI = 21Callback after the SSRTGI rendering stage.
CALLBACK_BEGIN_OPACITY_LIGHTS = 22Callback before the opacity lightgs rendering stage.
CALLBACK_END_OPACITY_LIGHTS = 23Callback after the opacity lightgs rendering stage.
CALLBACK_BEGIN_OPACITY_VOXEL_PROBES = 24Callback before the opacity voxel probes rendering stage.
CALLBACK_END_OPACITY_VOXEL_PROBES = 25Callback after the opacity voxel probes rendering stage.
CALLBACK_BEGIN_OPACITY_ENVIRONMENT_PROBES = 26Callback before the opacity environment probes rendering stage.
CALLBACK_END_OPACITY_ENVIRONMENT_PROBES = 27Callback after the opacity environment probes rendering stage.
CALLBACK_BEGIN_OPACITY_PLANAR_PROBES = 28Callback before the opacity planar probes rendering stage.
CALLBACK_END_OPACITY_PLANAR_PROBES = 29Callback after the opacity planar probes rendering stage.
CALLBACK_BEGIN_AUXILIARY_BUFFER = 30Callback before filling the auxiliary buffer.
CALLBACK_END_AUXILIARY_BUFFER = 31Callback after filling the auxiliary buffer.
CALLBACK_BEGIN_REFRACTION_BUFFER = 32Callback before filling the refraction buffer.
CALLBACK_END_REFRACTION_BUFFER = 33Callback after filling the refraction buffer.
CALLBACK_BEGIN_TRANSPARENT_BLUR_BUFFER = 34Callback before filling the transparent blur buffer.
CALLBACK_END_TRANSPARENT_BLUR_BUFFER = 35Callback after filling the transparent blur buffer.
CALLBACK_BEGIN_SSSS = 36Callback before the Screen-Space Shadow Shafts rendering stage.
CALLBACK_END_SSSS = 37Callback after the Screen-Space Shadow Shafts rendering stage.
CALLBACK_BEGIN_SSR = 38Callback before the SSR rendering stage.
CALLBACK_END_SSR = 39Callback after the SSR rendering stage.
CALLBACK_BEGIN_SSAO = 40Callback before the SSAO rendering stage.
CALLBACK_END_SSAO = 41Callback after the SSAO rendering stage.
CALLBACK_BEGIN_SSGI = 42Callback before the SSGI rendering stage.
CALLBACK_END_SSGI = 43Callback after the SSGI rendering stage.
CALLBACK_BEGIN_SKY = 44Callback after the sky rendering stage.
CALLBACK_END_SKY = 45Callback after the sky rendering stage.
CALLBACK_BEGIN_COMPOSITE_DEFERRED = 46Callback before the clouds deferred composite stage.
CALLBACK_END_COMPOSITE_DEFERRED = 47Callback after the clouds deferred composite stage.
CALLBACK_BEGIN_TRANSPARENT = 48Callback before the transparent objects rendering stage.
CALLBACK_BEGIN_CLOUDS = 49Callback before the clouds rendering stage.
CALLBACK_END_CLOUDS = 50Callback after the clouds rendering stage.
CALLBACK_BEGIN_WATER = 51Callback before the water rendering stage.
CALLBACK_BEGIN_WATER_DECALS = 52Callback before the water decals rendering stage.
CALLBACK_END_WATER_DECALS = 53Callback after the water decals rendering stage.
CALLBACK_BEGIN_WATER_LIGHTS = 54Callback before the water lights rendering stage.
CALLBACK_END_WATER_LIGHTS = 55Callback after the water lights rendering stage.
CALLBACK_BEGIN_WATER_VOXEL_PROBES = 56Callback before the water voxel probes rendering stage.
CALLBACK_END_WATER_VOXEL_PROBES = 57Callback after the water voxel probes rendering stage.
CALLBACK_BEGIN_WATER_ENVIRONMENT_PROBES = 58Callback before the water environment probes rendering stage.
CALLBACK_END_WATER_ENVIRONMENT_PROBES = 59Callback after the water environment probes rendering stage.
CALLBACK_BEGIN_WATER_PLANAR_PROBES = 60Callback before the water planar probes rendering stage.
CALLBACK_END_WATER_PLANAR_PROBES = 61Callback after the water planar probes rendering stage.
CALLBACK_END_WATER = 62Callback after the water rendering stage.
CALLBACK_END_TRANSPARENT = 63Callback after the transparent objects rendering stage.
CALLBACK_BEGIN_SRGB_CORRECTION = 64Callback before the sRGB correction stage.
CALLBACK_END_SRGB_CORRECTION = 65Callback after the sRGB correction stage.
CALLBACK_BEGIN_ADAPTATION_COLOR_AVERAGE = 66Callback before the calculation of automatic exposure and white balance correction.
CALLBACK_END_ADAPTATION_COLOR_AVERAGE = 67Callback after the calculation of automatic exposure and white balance correction.
CALLBACK_BEGIN_ADAPTATION_COLOR = 68Callback before the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_END_ADAPTATION_COLOR = 69Callback after the color adaptation rendering stage (automatic exposure and white balance correction).
CALLBACK_BEGIN_TAA = 70Callback before the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_END_TAA = 71Callback after the Temporal Anti-Aliasing (TAA) pass.
CALLBACK_BEGIN_CAMERA_EFFECTS = 72Callback before the camera effects stage.
CALLBACK_END_CAMERA_EFFECTS = 73Callback after the camera effects stage.
CALLBACK_BEGIN_POST_MATERIALS = 74Callback before the post materials rendering stage.
CALLBACK_END_POST_MATERIALS = 75Callback after the post materials rendering stage.
CALLBACK_BEGIN_DEBUG_MATERIALS = 76Callback before the debug materials stage.
CALLBACK_END_DEBUG_MATERIALS = 77Callback after the debug materials stage.
CALLBACK_BEGIN_VISUALIZER = 78Callback before the visualizer rendering stage.
CALLBACK_END_VISUALIZER = 79Callback after the visualizer rendering stage.
CALLBACK_END_SCREEN = 80Callback after the stage of rendering each screen (a stereo image has 2 screens, while a cubemap will have 6).
CALLBACK_END = 81End of the callback range.
NUM_CALLBACKS = 82Callback counter.

GGX_MIPMAPS_QUALITY#

Quality of GGX mipmaps for environment reflections on rough surfaces.
NameDescription
GGX_MIPMAPS_QUALITY_LOW = 0Low quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_MEDIUM = 1Medium quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_HIGH = 2High quality of GGX mipmaps.
GGX_MIPMAPS_QUALITY_ULTRA = 3Ultra quality of GGX mipmaps.

STREAMING_MESHES_PREFETCH#

NameDescription
STREAMING_MESHES_PREFETCH_DISABLE = 0Asynchronous pre-loading of meshes is disabled.
STREAMING_MESHES_PREFETCH_RADIUS = 1Asynchronous pre-loading of meshes is enabled within a certain radius.
STREAMING_MESHES_PREFETCH_FULL = 2Asynchronous pre-loading of all meshes is enabled.

STREAMING_MESHES#

NameDescription
STREAMING_MESHES_ASYNC = 0Asynchronous streaming of meshes.
STREAMING_MESHES_FORCE = 1Force-loading of meshes.
STREAMING_MESHES_ALL = 2Loading of all meshes.

STREAMING_TEXTURES#

NameDescription
STREAMING_TEXTURES_ASYNC = 0Asynchronous streaming of textures.
STREAMING_TEXTURES_FORCE = 1Force-loading of textures.

SHOW_TEXTURE_RESOLUTION_UV#

NameDescription
SHOW_TEXTURE_RESOLUTION_UV_MODE_0 = 0UV Channel 0 is used for visualization of the texture resolution.
SHOW_TEXTURE_RESOLUTION_UV_MODE_1 = 1UV Channel 1 is used for visualization of the texture resolution.

SHOW_TEXTURE_RESOLUTION#

NameDescription
SHOW_TEXTURE_RESOLUTION_DISABLED = 0Texture resolution rendering mode is disabled.
SHOW_TEXTURE_RESOLUTION_BY_MAX_PIXEL_COUNT = 1Surfaces are colored depending on maximum resolution of textures used in materials assigned to them in accordance with the scale.
SHOW_TEXTURE_RESOLUTION_BY_SCREEN_SIZE = 2Surfaces are colored to display the relationship between maximum texture resolution of the material to the size of triangles on the screen to which it is applied: blue indicates insufficient texture resolution, while yellow tells that it is excessive, if the color is green - everything is ok.

SHOW_IMMOVABLE#

NameDescription
SHOW_IMMOVABLE_DISABLED = 0Do not display geometry with or without the Immovable option.
SHOW_IMMOVABLE_OPTION_ENABLED = 1Display geometry with the Immovable option enabled.
SHOW_IMMOVABLE_OPTION_DISABLED = 2Display geometry with the Immovable option disabled.

SHOW_VERTEX_COLOR#

NameDescription
SHOW_VERTEX_COLOR_DISABLED = 0Displaying of vertex colors is disabled.
SHOW_VERTEX_COLOR_RED = 1Display geometry that uses the red vertex color channel.
SHOW_VERTEX_COLOR_GREEN = 2Display geometry that uses the green vertex color channel.
SHOW_VERTEX_COLOR_BLUE = 3Display geometry that uses the blue vertex color channel.
SHOW_VERTEX_COLOR_ALPHA = 4Display geometry that uses the alpha vertex color channel.
SHOW_VERTEX_COLOR_RGB = 5Display geometry that uses RGB vertex color channels.

TONEMAPPER#

Tone mapping mode.
NameDescription
TONEMAPPER_FILMIC = 0Filmic - basic customizable filmic tone mapping mode.
TONEMAPPER_ACES = 1ACES - tone mapping in accordance with the industry standard set by the Academy Color Encoding System (ACES) for television and film.
TONEMAPPER_MIX_ACES_WITH_REINHARD = 2Mix ACES With Reinhard - Combination of ACES and Reinhard tone mapping.
TONEMAPPER_REINHARD = 3Reinhard - Simple Reinhard. C/(1+C) formula applied to each of the channels. May cause slight desaturation.
TONEMAPPER_REINHARD_LUMA_BASED = 4Reinhard Luma-Based - Luma-based Reinhard tone mapping, applied to luminance only. More accurate representation of colors.

VIEWPORT_MODE#

NameDescription
VIEWPORT_MODE_DEFAULT = 0Enables the default stereo mode - no stereo and panoramic rendering in the current viewport is available. This mode is set by default for a new viewport.
VIEWPORT_MODE_PANORAMA_CURVED_180 = 1Enables rendering of the viewport as a panorama with curved edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_CURVED_360 = 2Enables rendering of the viewport as a panorama with curved edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_180 = 3Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 180 degrees.
VIEWPORT_MODE_PANORAMA_LINEAR_360 = 4Enables rendering of the viewport as a linear panorama without distortion at the edges with an angle of 360 degrees.
VIEWPORT_MODE_PANORAMA_FISHEYE_ORTHOGRAPHIC = 5Enables rendering of the viewport as an orthographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUDISTANT = 6Enables rendering of the viewport as an equidistant spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_STEREOGRAPHIC = 7Enables rendering of the viewport as an stereographic spherical panorama (fisheye).
VIEWPORT_MODE_PANORAMA_FISHEYE_EQUISOLID = 8Enables rendering of the viewport as an equisolid spherical panorama (fisheye).
VIEWPORT_MODE_STEREO_ANAGLYPH = 9Enables the anaglyph stereo mode that is viewed with red-cyan anaglyph glasses.
VIEWPORT_MODE_STEREO_INTERLACED = 10Enables the interlaced stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
VIEWPORT_MODE_STEREO_HORIZONTAL = 11Enables the horizontal stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_VERTICAL = 12Enables the vertical stereo mode that is supported on mobile devices.
VIEWPORT_MODE_STEREO_SEPARATE = 13Enables the replicate images stereo mode.
VIEWPORT_MODE_STEREO_REPLICATE = 14Enables the separate images stereo mode. This mode serves to output two separate images for each of the eye. It can be used with any VR/AR output devices that support separate images output, e.g. for 3D video glasses or helmets (HMD).

VSYNC#

NameDescription
VSYNC_DISABLE = 0Vertical FPS synchronization is disabled.
VSYNC_STRICT = 1Strict vertical FPS synchronization.
VSYNC_ADAPTIVE = 2Adaptive vertical FPS synchronization (OpenGL only).

SHOW_LIGHTING_MODE#

NameDescription
SHOW_LIGHTING_MODE_DISABLED = 0
SHOW_LIGHTING_MODE_STATIC = 1
SHOW_LIGHTING_MODE_DYNAMIC = 2
SHOW_LIGHTING_MODE_ADVANCED = 3

SHADERS_COMPILE_MODE#

NameDescription
SHADERS_COMPILE_MODE_ASYNC = 0Asynchronous shaders compilation mode.
SHADERS_COMPILE_MODE_FORCE = 1Forced shaders compilation mode.

EXPOSURE_MODE#

NameDescription
EXPOSURE_MODE_DISABLED = 0
EXPOSURE_MODE_LOGARITHMIC = 1
EXPOSURE_MODE_QUADRATIC = 2
EXPOSURE_MODE_CURVE_BASED = 3

CAMERA_MODE#

NameDescription
CAMERA_MODE_CLASSIC = 0
CAMERA_MODE_PHYSICALLY_BASED = 1

RENDER_API#

NameDescription
API_NULL = 0Null API name.
API_OPENGL = 1OpenGL API.
API_DIRECT3D11 = 2DIRECT3D 11 API.
API_DIRECT3D12 = 3DIRECT3D 12 API.
API_VULKAN = 4VULKAN API.

Members

void setEnabled ( bool enabled ) #

Sets a new a value indicating if the render is enabled.

Arguments

  • bool enabled - Set true to enable the render is; false - to disable it.

bool isEnabled() const#

Returns the current a value indicating if the render is enabled.

Return value

true if the render is is enabled; otherwise false.

int getNumTriangles() const#

Returns the current number of rendered per frame triangles that can be seen in the viewport. See Rendering Profiler article for details.

Return value

Current number of triangles.

int getNumSurfaces() const#

Returns the current number of rendered per frame surfaces that can be seen in the viewport (in all rendering passes). See Rendering Profiler article for details.

Return value

Current number of surfaces.

int getNumShadows() const#

Returns the current number of shadow passes rendered per frame. See Rendering Profiler article for details.

Return value

Current number of shadow passes.

long long getNumShaders() const#

Returns the current number of shaders set per frame. See Rendering Profiler article for details.

Return value

Current number of shaders.

int getNumReflections() const#

Returns the current number of reflections drawn per frame that can be seen in the viewport. In case of cubemap reflections, if all six faces are updated, six reflections are rendered per each frame.

Return value

Current number of reflections.

int getNumPrimitives() const#

Returns the current number of geometric rendered per frame primitives that can be seen in the viewport. See Rendering Profiler article for details.

Return value

Current number of primitives.

int getNumMaterials() const#

Returns the current number of materials set per frame (during all of the rendering passes) in the current scene.

Return value

Current number of materials.

int getNumLights() const#

Returns the current number of light passes rendered per frame. It means that the value contains the number of all light sources that are currently seen illuminating something in the viewport and also includes additional passes for rendering lights in the reflecting surfaces (if dynamical reflections are used). See Rendering Profiler article for details.

Return value

Current number of light passes.

int getNumDips() const#

Returns the current number of draw calls used in the current scene. See Rendering Profiler article for details.

Return value

Current number of draw calls.

int getNumDecals() const#

Returns the current number of rendered per frame decals that can be seen in the viewport (during all of the rendering passes).

Return value

Current number of decals.

int getHDRTextureFormat() const#

Returns the current HDR texture format to be used.

Return value

Current

void setShowFieldMask ( bool mask ) #

Console: render_show_field_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the field mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the field mask; false - to disable it. The default value is false.

bool isShowFieldMask() const#

Console: render_show_field_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the field mask.

Return value

true if visualizer for the surfaces using the field mask is enabled; otherwise false. The default value is false.

void setShowFieldMaskBits ( int bits ) #

Console: render_show_field_mask_bits
Sets a new value indicating which bit or bits of the field mask are used for visualization. The surfaces that use the specified bits of the field mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowFieldMask()) should be enabled.

Arguments

  • int bits - The bits of the field mask to be visualized

int getShowFieldMaskBits() const#

Console: render_show_field_mask_bits
Returns the current value indicating which bit or bits of the field mask are used for visualization. The surfaces that use the specified bits of the field mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowFieldMask()) should be enabled.

Return value

Current bits of the field mask to be visualized

void setShowShadowMask ( bool mask ) #

Console: render_show_shadow_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the shadow mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the shadow mask; false - to disable it. The default value is false.

bool isShowShadowMask() const#

Console: render_show_shadow_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the shadow mask.

Return value

true if visualizer for the surfaces using the shadow mask is enabled; otherwise false. The default value is false.

void setShowShadowMaskBits ( int bits ) #

Console: render_show_shadow_mask_bits
Sets a new value indicating which bit or bits of the shadow mask are used for visualization. The surfaces that use the specified bits of the shadow mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowShadowMask()) should be enabled.

Arguments

  • int bits - The bits of the shadow mask to be visualized

int getShowShadowMaskBits() const#

Console: render_show_shadow_mask_bits
Returns the current value indicating which bit or bits of the shadow mask are used for visualization. The surfaces that use the specified bits of the shadow mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowShadowMask()) should be enabled.

Return value

Current bits of the shadow mask to be visualized

void setShowObstacleMask ( bool mask ) #

Console: render_show_obstacle_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the obstacle mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the obstacle mask; false - to disable it. The default value is false.

bool isShowObstacleMask() const#

Console: render_show_obstacle_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the obstacle mask.

Return value

true if visualizer for the surfaces using the obstacle mask is enabled; otherwise false. The default value is false.

void setShowObstacleMaskBits ( int bits ) #

Console: render_show_obstacle_mask_bits
Sets a new value indicating which bit or bits of the obstacle mask are used for visualization. The surfaces that use the specified bits of the obstacle mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowObstacleMask()) should be enabled.

Arguments

  • int bits - The bits of the obstacle mask to be visualized

int getShowObstacleMaskBits() const#

Console: render_show_obstacle_mask_bits
Returns the current value indicating which bit or bits of the obstacle mask are used for visualization. The surfaces that use the specified bits of the obstacle mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowObstacleMask()) should be enabled.

Return value

Current bits of the obstacle mask to be visualized

void setShowMaterialMask ( bool mask ) #

Console: render_show_material_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the material mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the material mask; false - to disable it. The default value is false.

bool isShowMaterialMask() const#

Console: render_show_material_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the material mask.

Return value

true if visualizer for the surfaces using the material mask is enabled; otherwise false. The default value is false.

void setShowMaterialMaskBits ( int bits ) #

Console: render_show_material_mask_bits
Sets a new value indicating which bit or bits of the material mask are used for visualization. The surfaces that use the specified bits of the material mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowMaterialMask()) should be enabled.

Arguments

  • int bits - The bits of the material mask to be visualized

int getShowMaterialMaskBits() const#

Console: render_show_material_mask_bits
Returns the current value indicating which bit or bits of the material mask are used for visualization. The surfaces that use the specified bits of the material mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowMaterialMask()) should be enabled.

Return value

Current bits of the material mask to be visualized

void setShowViewportMask ( bool mask ) #

Console: render_show_viewport_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the viewport mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the viewport mask; false - to disable it. The default value is false.

bool isShowViewportMask() const#

Console: render_show_viewport_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the viewport mask.

Return value

true if visualizer for the surfaces using the viewport mask is enabled; otherwise false. The default value is false.

void setShowViewportMaskBits ( int bits ) #

Console: render_show_viewport_mask_bits
Sets a new value indicating which bit or bits of the viewport mask are used for visualization. The surfaces that use the specified bits of the viewport mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowViewportMask()) should be enabled.

Arguments

  • int bits - The bits of the viewport mask to be visualized

int getShowViewportMaskBits() const#

Console: render_show_viewport_mask_bits
Returns the current value indicating which bit or bits of the viewport mask are used for visualization. The surfaces that use the specified bits of the viewport mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowViewportMask()) should be enabled.

Return value

Current bits of the viewport mask to be visualized

void setShowPhysicalMask ( bool mask ) #

Console: render_show_physical_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the physical mask; false - to disable it. The default value is false.

bool isShowPhysicalMask() const#

Console: render_show_physical_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the physical mask.

Return value

true if visualizer for the surfaces using the physical mask is enabled; otherwise false. The default value is false.

void setShowPhysicalMaskBits ( int bits ) #

Console: render_show_physical_mask_bits
Sets a new value indicating which bit or bits of the physical mask are used for visualization. The surfaces that use the specified bits of the physical mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowPhysicalMask()) should be enabled.

Arguments

  • int bits - The bits of the physical mask to be visualized

int getShowPhysicalMaskBits() const#

Console: render_show_physical_mask_bits
Returns the current value indicating which bit or bits of the physical mask are used for visualization. The surfaces that use the specified bits of the physical mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowPhysicalMask()) should be enabled.

Return value

Current bits of the physical mask to be visualized

void setShowCollisionMask ( bool mask ) #

Console: render_show_collision_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the collision mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the collision mask; false - to disable it. The default value is false.

bool isShowCollisionMask() const#

Console: render_show_collision_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the collision mask.

Return value

true if visualizer for the surfaces using the collision mask is enabled; otherwise false. The default value is false.

void setShowCollisionMaskBits ( int bits ) #

Console: render_show_collision_mask_bits
Sets a new value indicating which bit or bits of the collision mask are used for visualization. The surfaces that use the specified bits of the collision mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowCollisionMask()) should be enabled.

Arguments

  • int bits - The bits of the collision mask to be visualized

int getShowCollisionMaskBits() const#

Console: render_show_collision_mask_bits
Returns the current value indicating which bit or bits of the collision mask are used for visualization. The surfaces that use the specified bits of the collision mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowCollisionMask()) should be enabled.

Return value

Current bits of the collision mask to be visualized

void setShowNavigationMask ( bool mask ) #

Console: render_show_navigation_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the navigation mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the navigation mask; false - to disable it. The default value is false.

bool isShowNavigationMask() const#

Console: render_show_navigation_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the navigation mask.

Return value

true if visualizer for the surfaces using the navigation mask is enabled; otherwise false. The default value is false.

void setShowNavigationMaskBits ( int bits ) #

Console: render_show_navigation_mask_bits
Sets a new value indicating which bit or bits of the navigation mask are used for visualization. The surfaces that use the specified bits of the navigation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowNavigationMask()) should be enabled.

Arguments

  • int bits - The bits of the navigation mask to be visualized

int getShowNavigationMaskBits() const#

Console: render_show_navigation_mask_bits
Returns the current value indicating which bit or bits of the navigation mask are used for visualization. The surfaces that use the specified bits of the navigation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowNavigationMask()) should be enabled.

Return value

Current bits of the navigation mask to be visualized

void setShowIntersectionMask ( bool mask ) #

Console: render_show_intersection_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the intersection mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the intersection mask; false - to disable it. The default value is false.

bool isShowIntersectionMask() const#

Console: render_show_intersection_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the intersection mask.

Return value

true if visualizer for the surfaces using the intersection mask is enabled; otherwise false. The default value is false.

void setShowIntersectionMaskBits ( int bits ) #

Console: render_show_intersection_mask_bits
Sets a new value indicating which bit or bits of the intersection mask are used for visualization. The surfaces that use the specified bits of the intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowIntersectionMask()) should be enabled.

Arguments

  • int bits - The bits of the intersection mask to be visualized

int getShowIntersectionMaskBits() const#

Console: render_show_intersection_mask_bits
Returns the current value indicating which bit or bits of the intersection mask are used for visualization. The surfaces that use the specified bits of the intersection mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowIntersectionMask()) should be enabled.

Return value

Current bits of the intersection mask to be visualized

void setShowSoundSourceMask ( bool mask ) #

Console: render_show_sound_source_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound source mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the sound source mask; false - to disable it. The default value is false.

bool isShowSoundSourceMask() const#

Console: render_show_sound_source_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the sound source mask.

Return value

true if visualizer for the surfaces using the sound source mask is enabled; otherwise false. The default value is false.

void setShowSoundSourceMaskBits ( int bits ) #

Console: render_show_sound_source_mask_bits
Sets a new value indicating which bit or bits of the sound source mask are used for visualization. The surfaces that use the specified bits of the sound source mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowSoundSourceMask()) should be enabled.

Arguments

  • int bits - The bits of the sound source mask to be visualized

int getShowSoundSourceMaskBits() const#

Console: render_show_sound_source_mask_bits
Returns the current value indicating which bit or bits of the sound source mask are used for visualization. The surfaces that use the specified bits of the sound source mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowSoundSourceMask()) should be enabled.

Return value

Current bits of the sound source mask to be visualized

void setShowSoundReverbMask ( bool mask ) #

Console: render_show_sound_reverb_mask
Sets a new value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the reverberation mask.

Arguments

  • bool mask - Set true to enable visualizer for the surfaces using the reverberation mask; false - to disable it. The default value is false.

bool isShowSoundReverbMask() const#

Console: render_show_sound_reverb_mask
Returns the current value indicating whether the visualizer is enabled to highlight the surfaces that use the specified bits of the reverberation mask.

Return value

true if visualizer for the surfaces using the reverberation mask is enabled; otherwise false. The default value is false.

void setShowSoundReverbMaskBits ( int bits ) #

Console: render_show_sound_reverb_mask_bits
Sets a new value indicating which bit or bits of the reverberation mask are used for visualization. The surfaces that use the specified bits of the reverberation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowSoundReverbMask()) should be enabled.

Arguments

  • int bits - The bits of the reverberation mask to be visualized

int getShowSoundReverbMaskBits() const#

Console: render_show_sound_reverb_mask_bits
Returns the current value indicating which bit or bits of the reverberation mask are used for visualization. The surfaces that use the specified bits of the reverberation mask will be highlighted. To use this option, rendering of the relevant visualizer (see the setShowSoundReverbMask()) should be enabled.

Return value

Current bits of the reverberation mask to be visualized

void setShowSoundOcclusionMask