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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#

ИмяОписание
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 = 21Custom pass (unassigned).
PASS_CUSTOM_1 = 22Custom pass (unassigned).
PASS_CUSTOM_2 = 23Custom pass (unassigned).
PASS_CUSTOM_3 = 24Custom pass (unassigned).
PASS_CUSTOM_4 = 25Custom pass (unassigned).
PASS_CUSTOM_5 = 26Custom pass (unassigned).
PASS_CUSTOM_6 = 27Custom pass (unassigned).
PASS_CUSTOM_7 = 28Custom pass (unassigned).
PASS_CUSTOM_8 = 29Custom pass (unassigned).
PASS_CUSTOM_9 = 30Custom pass (unassigned).
PASS_CUSTOM_10 = 31Custom pass (unassigned).
PASS_CUSTOM_11 = 32Custom pass (unassigned).
PASS_CUSTOM_12 = 33Custom pass (unassigned).
PASS_CUSTOM_13 = 34Custom pass (unassigned).
PASS_CUSTOM_14 = 35Custom pass (unassigned).
PASS_CUSTOM_15 = 36Custom pass (unassigned).
PASS_CUSTOM_16 = 37Custom pass (unassigned).
PASS_CUSTOM_17 = 38Custom pass (unassigned).
PASS_CUSTOM_18 = 39Custom pass (unassigned).
PASS_CUSTOM_19 = 40Custom pass (unassigned).
PASS_CUSTOM_20 = 41Custom pass (unassigned).
PASS_CUSTOM_21 = 42Custom pass (unassigned).
PASS_CUSTOM_22 = 43Custom pass (unassigned).
PASS_CUSTOM_23 = 44Custom pass (unassigned).
PASS_CUSTOM_24 = 45Custom pass (unassigned).
PASS_CUSTOM_25 = 46Custom pass (unassigned).
PASS_CUSTOM_26 = 47Custom pass (unassigned).
PASS_CUSTOM_27 = 48Custom pass (unassigned).
PASS_CUSTOM_28 = 49Custom pass (unassigned).
PASS_CUSTOM_29 = 50Custom pass (unassigned).
PASS_CUSTOM_30 = 51Custom pass (unassigned).
PASS_CUSTOM_31 = 52Custom pass (unassigned).
PASS_CUSTOM_32 = 53Custom pass (unassigned).
NUM_PASSES = 54Total number of rendering passes.

CALLBACK_INDEX#

ИмяОписание
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.
ИмяОписание
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#

ИмяОписание
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#

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

STREAMING_TEXTURES#

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

SHOW_TEXTURE_RESOLUTION_UV#

ИмяОписание
SHOW_TEXTURE_RESOLUTION_UV_MODE_0 = 0
SHOW_TEXTURE_RESOLUTION_UV_MODE_1 = 1

SHOW_TEXTURE_RESOLUTION#

ИмяОписание
SHOW_TEXTURE_RESOLUTION_DISABLED = 0
SHOW_TEXTURE_RESOLUTION_BY_MAX_PIXEL_COUNT = 1
SHOW_TEXTURE_RESOLUTION_BY_SCREEN_SIZE = 2

SHOW_IMMOVABLE#

ИмяОписание
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#

ИмяОписание
SHOW_VERTEX_COLOR_DISABLED = 0
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.
ИмяОписание
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#

ИмяОписание
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#

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

Members


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 Returns the 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) 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() method) should be enabled.

Return value

Current bits of the reverberation mask to be visualized

void setShowSoundOcclusionMask ( bool mask ) #

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

Arguments

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

bool isShowSoundOcclusionMask() const#

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

Return value

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

void setShowSoundOcclusionMaskBits ( int bits ) #

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

Arguments

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

int getShowSoundOcclusionMaskBits() const#

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

Return value

Current bits of the sound occlusion mask to be visualized

void setShowPhysicalExclusionMask ( bool mask ) #

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

Arguments

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

bool isShowPhysicalExclusionMask() const#

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

Return value

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

void setShowPhysicalExclusionMaskBits ( int bits ) #

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

Arguments

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

int getShowPhysicalExclusionMaskBits() const#

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

Return value

Current bits of the physical exclusion mask to be visualized

void setShowPhysicsIntersectionMask ( bool mask ) #

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

Arguments

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

bool isShowPhysicsIntersectionMask() const#

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

Return value

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

void setShowPhysicsIntersectionMaskBits ( int bits ) #

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

Arguments

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

int getShowPhysicsIntersectionMaskBits() const#

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

Return value

Current bits of the physics intersection mask to be visualized

void setShowQueries ( bool queries ) #

Console: render_show_queries
Sets a new value indicating whether occlusion query boxes are displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool queries - Set true to enable rendering of occlusion query boxes; false - to disable it. The default value is false.

bool isShowQueries() const#

Console: render_show_queries
Returns the current value indicating whether occlusion query boxes are displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Return value

true if rendering of occlusion query boxes is enabled; otherwise false. The default value is false.

void setShowDecals ( bool decals ) #

Console: render_show_decals
Sets a new value indicating whether the visualizer is displayed for decals. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool decals - Set true to enable visualizer for decals; false - to disable it. The default value is false.

bool isShowDecals() const#

Console: render_show_decals
Returns the current value indicating whether the visualizer is displayed for decals. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for decals is enabled; otherwise false. The default value is false.

void setShowScissors ( bool scissors ) #

Console: render_show_scissors
Sets a new value indicating if scissor rectangles are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool scissors - Set true to enable visualization of scissor rectangles; false - to disable it. The default value is false.

bool isShowScissors() const#

Console: render_show_scissors
Returns the current value indicating if scissor rectangles are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of scissor rectangles is enabled; otherwise false. The default value is false.

void setShowLightmapChecker ( bool checker ) #

Console: render_show_lightmap_checker
Sets a new value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Arguments

  • bool checker - Set true to enable Baked Lightmap Checker debug mode; false - to disable it. The default value is false.

bool isShowLightmapChecker() const#

Console: render_show_lightmap_checker
Returns the current value indicating whether the Baked Lightmap Checker debug mode is enabled. This mode maps the checker texture onto the baked lightmap polygons, which can be used to facilitate the process of comparing UV map texels on neighboring planes.

Return value

true if Baked Lightmap Checker debug mode is enabled; otherwise false. The default value is false.

void setShowOccluder ( bool occluder ) #

Console: render_show_occluder
Sets a new value indicating whether the buffer used for occluders is displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool occluder - Set true to enable visualization of the buffer used for occluders; false - to disable it. The default value is false.

bool isShowOccluder() const#

Console: render_show_occluder
Returns the current value indicating whether the buffer used for occluders is displayed in the viewport. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of the buffer used for occluders is enabled; otherwise false. The default value is false.

void setShowCascades ( bool cascades ) #

Console: render_show_cascades
Sets a new value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool cascades - Set true to enable visualization of world shadow cascades; false - to disable it. The default value is false.

bool isShowCascades() const#

Console: render_show_cascades
Returns the current value indicating whether Parallel Split Shadow Map - world shadow cascades are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of world shadow cascades is enabled; otherwise false. The default value is false.

void setShowVisualizerDistance ( float distance ) #

Console: render_show_visualizer_distance
Sets a new distance from the camera within which the helpers are visualized. This parameter is stored in the following configuration file: *.user.

Arguments

  • float distance - The visualization distance.
    Range of values: [0, 100000]. The default value is 500.

float getShowVisualizerDistance() const#

Console: render_show_visualizer_distance
Returns the current distance from the camera within which the helpers are visualized. This parameter is stored in the following configuration file: *.user.

Return value

Current visualization distance.
Range of values: [0, 100000]. The default value is 500.

void setShowWorldShadowCasters ( bool casters ) #

Console: render_show_world_shadow_casters
Sets a new value indicating whether the visualizer is displayed for surfaces that are configured to cast shadows from the current World Light.

Arguments

  • bool casters - Set true to enable visualizer for surfaces casting shadows from World Light; false - to disable it. The default value is false.

bool isShowWorldShadowCasters() const#

Console: render_show_world_shadow_casters
Returns the current value indicating whether the visualizer is displayed for surfaces that are configured to cast shadows from the current World Light.

Return value

true if visualizer for surfaces casting shadows from World Light is enabled; otherwise false. The default value is false.

void setShowAlphaTest ( bool test ) #

Console: render_show_alpha_test
Sets a new value indicating whether the visualizer is displayed for transparent objects using alpha test. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool test - Set true to enable visualizer for transparent objects using alpha test; false - to disable it. The default value is false.

bool isShowAlphaTest() const#

Console: render_show_alpha_test
Returns the current value indicating whether the visualizer is displayed for transparent objects using alpha test. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for transparent objects using alpha test is enabled; otherwise false. The default value is false.

void setShowEmission ( bool emission ) #

Console: render_show_emission
Sets a new value indicating whether the visualizer is displayed for materials with the Emission state enabled or connecting any data to the Emission input in the material graph.

Arguments

  • bool emission - Set true to enable visualizer for emissive materials.; false - to disable it. The default value is false.

bool isShowEmission() const#

Console: render_show_emission
Returns the current value indicating whether the visualizer is displayed for materials with the Emission state enabled or connecting any data to the Emission input in the material graph.

Return value

true if visualizer for emissive materials. is enabled; otherwise false. The default value is false.

void setShowMeshStatics ( bool statics ) #

Console: render_show_mesh_statics
Sets a new value indicating whether the visualizer is displayed for static meshes.

Arguments

  • bool statics - Set true to enable visualizer for static meshes; false - to disable it. The default value is false.

bool isShowMeshStatics() const#

Console: render_show_mesh_statics
Returns the current value indicating whether the visualizer is displayed for static meshes.

Return value

true if visualizer for static meshes is enabled; otherwise false. The default value is false.

void setShowMeshDynamics ( bool dynamics ) #

Console: render_show_mesh_dynamics
Sets a new value indicating whether the visualizer is displayed for dynamic meshes.

Arguments

  • bool dynamics - Set true to enable visualizer for dynamic meshes; false - to disable it. The default value is false.

bool isShowMeshDynamics() const#

Console: render_show_mesh_dynamics
Returns the current value indicating whether the visualizer is displayed for dynamic meshes.

Return value

true if visualizer for dynamic meshes is enabled; otherwise false. The default value is false.

void setShowComplexShadowShader ( bool shader ) #

Console: render_show_complex_shadow_shader
Sets a new value indicating whether the visualizer is displayed for objects that cast shadows in the following way: the pixels are cut out during the shadow pass, as it's done in Alpha Test or Alpha Blend materials, materials assigned to animated Mesh Skinned, opaque materials with the enabled Depth Offset or any other effects that affect shadows.

Arguments

  • bool shader - Set true to enable visualizer for objects that cast complex shadows with the pixels are cut out during the shadow pass; false - to disable it. The default value is false.

bool isShowComplexShadowShader() const#

Console: render_show_complex_shadow_shader
Returns the current value indicating whether the visualizer is displayed for objects that cast shadows in the following way: the pixels are cut out during the shadow pass, as it's done in Alpha Test or Alpha Blend materials, materials assigned to animated Mesh Skinned, opaque materials with the enabled Depth Offset or any other effects that affect shadows.

Return value

true if visualizer for objects that cast complex shadows with the pixels are cut out during the shadow pass is enabled; otherwise false. The default value is false.

void setShowSurfaceCustomTextureNotAvailable ( bool available ) #

Console: render_show_surface_custom_texture_not_available
Sets a new value indicating whether the visualizer is displayed for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface.

Arguments

  • bool available - Set true to enable visualizer for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface; false - to disable it. The default value is false.

bool isShowSurfaceCustomTextureNotAvailable() const#

Console: render_show_surface_custom_texture_not_available
Returns the current value indicating whether the visualizer is displayed for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface.

Return value

true if visualizer for surfaces the materials of which use the surface custom texture in the material graph, however the option is not enabled for the surface is enabled; otherwise false. The default value is false.

void setShowSurfaceCustomTextureNotUsed ( bool used ) #

Console: render_show_surface_custom_texture_not_used
Sets a new value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled and/or set, but not used in the material graph.

Arguments

  • bool used - Set true to enable visualizer for surfaces with the surface custom texture enabled and/or set, but not used in the material graph; false - to disable it. The default value is false.

bool isShowSurfaceCustomTextureNotUsed() const#

Console: render_show_surface_custom_texture_not_used
Returns the current value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled and/or set, but not used in the material graph.

Return value

true if visualizer for surfaces with the surface custom texture enabled and/or set, but not used in the material graph is enabled; otherwise false. The default value is false.

void setShowSurfaceCustomTexture ( bool texture ) #

Console: render_show_surface_custom_texture
Sets a new value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled.

Arguments

  • bool texture - Set true to enable visualizer for surfaces with the surface custom texture enabled; false - to disable it. The default value is false.

bool isShowSurfaceCustomTexture() const#

Console: render_show_surface_custom_texture
Returns the current value indicating whether the visualizer is displayed for surfaces with the surface custom texture enabled.

Return value

true if visualizer for surfaces with the surface custom texture enabled is enabled; otherwise false. The default value is false.

void setShowPhysicsIntersection ( bool intersection ) #

Console: render_show_physics_intersection
Sets a new value indicating whether the visualizer is displayed for surfaces with the physics intersection enabled.

Arguments

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

bool isShowPhysicsIntersection() const#

Console: render_show_physics_intersection
Returns the current value indicating whether the visualizer is displayed for surfaces with the physics intersection enabled.

Return value

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

void setShowIntersection ( bool intersection ) #

Console: render_show_intersection
Sets a new value indicating whether the visualizer is displayed for surfaces with the Intersection enabled.

Arguments

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

bool isShowIntersection() const#

Console: render_show_intersection
Returns the current value indicating whether the visualizer is displayed for surfaces with the Intersection enabled.

Return value

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

void setShowManualMaterials ( bool materials ) #

Console: render_show_manual_materials
Sets a new value indicating whether the visualizer is displayed for objects with manual materials.

Arguments

  • bool materials - Set true to enable visualizer for objects with manual materials; false - to disable it. The default value is false.

bool isShowManualMaterials() const#

Console: render_show_manual_materials
Returns the current value indicating whether the visualizer is displayed for objects with manual materials.

Return value

true if visualizer for objects with manual materials is enabled; otherwise false. The default value is false.

void setShowNonManualMaterials ( bool materials ) #

Console: render_show_non_manual_materials
Sets a new value indicating whether the visualizer is displayed for objects with non-manual materials.

Arguments

  • bool materials - Set true to enable visualizer for objects with non-manual materials; false - to disable it. The default value is false.

bool isShowNonManualMaterials() const#

Console: render_show_non_manual_materials
Returns the current value indicating whether the visualizer is displayed for objects with non-manual materials.

Return value

true if visualizer for objects with non-manual materials is enabled; otherwise false. The default value is false.

void setShowClusters ( bool clusters ) #

Console: render_show_clusters
Sets a new value indicating whether the visualizer is displayed for Mesh Cluster objects.

Arguments

  • bool clusters - Set true to enable visualizer for Mesh Cluster objects; false - to disable it. The default value is false.

bool isShowClusters() const#

Console: render_show_clusters
Returns the current value indicating whether the visualizer is displayed for Mesh Cluster objects.

Return value

true if visualizer for Mesh Cluster objects is enabled; otherwise false. The default value is false.

void setShowImmovable ( int immovable ) #

Console: render_show_immovable
Sets a new value visualizing the state of the Immovable option for objects. This parameter is stored in the following configuration file: *.user.

Arguments

  • int immovable - The One of the following values:
    • 0 - disabled (by default)
    • 1 - show objects with Immovable option enabled
    • 2 - show objects with Immovable option disabled

int getShowImmovable() const#

Console: render_show_immovable
Returns the current value visualizing the state of the Immovable option for objects. This parameter is stored in the following configuration file: *.user.

Return value

Current One of the following values:
  • 0 - disabled (by default)
  • 1 - show objects with Immovable option enabled
  • 2 - show objects with Immovable option disabled

void setShowDynamic ( bool dynamic ) #

Console: render_show_dynamic
Sets a new value indicating whether the visualizer is displayed for dynamic objects. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool dynamic - Set true to enable visualizer for dynamic objects; false - to disable it. The default value is false.

bool isShowDynamic() const#

Console: render_show_dynamic
Returns the current value indicating whether the visualizer is displayed for dynamic objects. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for dynamic objects is enabled; otherwise false. The default value is false.

void setShowTransparent ( bool transparent ) #

Console: render_show_transparent
Sets a new value indicating whether the visualizer is displayed for transparent objects. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool transparent - Set true to enable visualizer for transparent objects; false - to disable it. The default value is false.

bool isShowTransparent() const#

Console: render_show_transparent
Returns the current value indicating whether the visualizer is displayed for transparent objects. This parameter is stored in the following configuration file: *.user.

Return value

true if visualizer for transparent objects is enabled; otherwise false. The default value is false.

void setShowAmbient ( bool ambient ) #

Console: render_show_ambient
Sets a new value indicating whether the ambient pass buffer is displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool ambient - Set true to enable displaying of the ambient pass buffer; false - to disable it. The default value is false.

bool isShowAmbient() const#

Console: render_show_ambient
Returns the current value indicating whether the ambient pass buffer is displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if displaying of the ambient pass buffer is enabled; otherwise false. The default value is false.

void setShowGeodeticPivot ( bool pivot ) #

Console: render_show_geodetic_pivot
Sets a new value indicating whether geodetic pivots are displayed. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool pivot - Set true to enable displaying of geodetic pivots; false - to disable it. The default value is false.

bool isShowGeodeticPivot() const#

Console: render_show_geodetic_pivot
Returns the current value indicating whether geodetic pivots are displayed. This parameter is stored in the following configuration file: *.user.

Return value

true if displaying of geodetic pivots is enabled; otherwise false. The default value is false.

void setShowLandscapeMask ( int mask ) #

Console: render_show_landscape_mask
Sets a new number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. This parameter is stored in the following configuration file: *.user.

Arguments

  • int mask - The Landscape Terrain detail mask number. One of the following values:
    • 0 - mask vizualization is disabled (by default)
    • 1 - DetailMask 0
    • 2 - DetailMask 1
    • 3 - ...
    • 4 - DetailMask 19

int getShowLandscapeMask() const#

Console: render_show_landscape_mask
Returns the current number of the Landscape Terrain detail mask to be visualized. This method can be used for visual debugging to display the selected detail mask of the Landscape Terrain. This parameter is stored in the following configuration file: *.user.

Return value

Current Landscape Terrain detail mask number. One of the following values:
  • 0 - mask vizualization is disabled (by default)
  • 1 - DetailMask 0
  • 2 - DetailMask 1
  • 3 - ...
  • 4 - DetailMask 19

void setShowLandscapeAlbedo ( bool albedo ) #

Console: render_show_landscape_albedo
Sets a new value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Arguments

  • bool albedo - Set true to enable visualization of albedo data of the Landscape Terrain; false - to disable it. The default value is false.

bool isShowLandscapeAlbedo() const#

Console: render_show_landscape_albedo
Returns the current value indicating if visualization of albedo data of the Landscape Terrain is enabled. This parameter is stored in the following configuration file: *.user.

Return value

true if visualization of albedo data of the Landscape Terrain is enabled; otherwise false. The default value is false.

void setShowLandscapeTerrainVTStreaming ( bool vtstreaming ) #

Console: render_show_landscape_terrain_vt_streaming
Sets a new value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Arguments

  • bool vtstreaming - Set true to enable visualization of Landscape Terrain tiles being streamed; false - to disable it. The default value is false.

bool isShowLandscapeTerrainVTStreaming() const#

Console: render_show_landscape_terrain_vt_streaming
Returns the current value indicating if visualization is enabled for streaming of tiles of the Landscape Terrain megatexture. In this mode colored areas show the tiles that are currently being rendered in a lower resolution until the highest MIP-level is loaded. This method can be used for visual adjustment of the streaming process.

Return value

true if visualization of Landscape Terrain tiles being streamed is enabled; otherwise false. The default value is false.

void setShowVoxelProbeVisualizer ( bool visualizer ) #

Console: render_show_voxel_probe_visualizer
Sets a new value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (see the setShowVoxelProbeVisualizerGridSize() method) from 7 to 40.

Arguments

  • bool visualizer - Set true to enable Voxel Probe visualizer; false - to disable it. The default value is false.

bool isShowVoxelProbeVisualizer() const#

Console: render_show_voxel_probe_visualizer
Returns the current value indicating if the Voxel Probe visualizer is enabled. The visualizer shows only the selected probe with the grid size (see the setShowVoxelProbeVisualizerGridSize() method) from 7 to 40.

Return value

true if Voxel Probe visualizer is enabled; otherwise false. The default value is false.

void setShowVoxelProbeVisualizerGridSize ( int size ) #

Console: render_show_voxel_probe_visualizer_grid_size
Sets a new size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

Arguments

  • int size - The number of spheres along the axis.
    Range of values: [7, 40]. The default value is 15.

int getShowVoxelProbeVisualizerGridSize() const#

Console: render_show_voxel_probe_visualizer_grid_size
Returns the current size of the grid that is used to visualize Voxel Probes.
Notice
For the probe to be visualized properly, the grid size should be from 7 to 40.

Return value

Current number of spheres along the axis.
Range of values: [7, 40]. The default value is 15.

void setShowVoxelProbeVisualizerSphereScale ( float scale ) #

Console: render_show_voxel_probe_visualizer_sphere_scale
Sets a new scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Arguments

  • float scale - The scale factor of the visualization sphere.
    Range of values: [0.0f, 1.0f]. The default value is 0.25f.

float getShowVoxelProbeVisualizerSphereScale() const#

Console: render_show_voxel_probe_visualizer_sphere_scale
Returns the current scale factor of the sphere that is used to visualize Voxel Probes. The sphere size depends on the scale factor and the voxel size.

Return value

Current scale factor of the visualization sphere.
Range of values: [0.0f, 1.0f]. The default value is 0.25f.

void setShowTextures ( int textures ) #

Console: render_show_textures
Sets a new display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (see the setShowTexturesNumber() method). This parameter is stored in the following configuration file: *.user.

Arguments

  • int textures - The display mode. One of the following values:
    • 0 - all buffers are hidden (by default)
    • 1 - show render textures (compact)
    • 2 - show render textures (full)

int getShowTextures() const#

Console: render_show_textures
Returns the current display mode for texture buffers used by the renderer. The number of displayed buffers depends on the number of buffers in a row specified by the corresponding command (see the setShowTexturesNumber() method). This parameter is stored in the following configuration file: *.user.

Return value

Current display mode. One of the following values:
  • 0 - all buffers are hidden (by default)
  • 1 - show render textures (compact)
  • 2 - show render textures (full)

void setShowTexturesOffset ( int offset ) #

Console: render_show_textures_offset
Sets a new number of the buffer to start displaying from in the full view mode (see the setShowTextures() method). This parameter is stored in the following configuration file: *.user.

Arguments

  • int offset - The number of the buffer to start displaying from.
    Range of values: [0, 256]. The default value is 0.

int getShowTexturesOffset() const#

Console: render_show_textures_offset
Returns the current number of the buffer to start displaying from in the full view mode (see the setShowTextures() method). This parameter is stored in the following configuration file: *.user.

Return value

Current number of the buffer to start displaying from.
Range of values: [0, 256]. The default value is 0.

void setShowTexturesNumber ( int number ) #

Console: render_show_textures_number
Sets a new number of buffers in a row and column displayed in the full view mode (see the setShowTextures() method). Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
This parameter is stored in the following configuration file: *.user.

Arguments

  • int number - The number of buffers in a row and column.
    Range of values: [0, 16]. The default value is 7.

int getShowTexturesNumber() const#

Console: render_show_textures_number
Returns the current number of buffers in a row and column displayed in the full view mode (see the setShowTextures() method). Textures are displayed in the following manner, depending on the set value:
  • 1 — a single texture per screen
  • 2 — 2x2 textures per screen
  • 3 — 3x3 textures per screen
  • ... etc.
This parameter is stored in the following configuration file: *.user.

Return value

Current number of buffers in a row and column.
Range of values: [0, 16]. The default value is 7.

void setShowTextureResolutionBlend ( float blend ) #

Console: render_show_texture_resolution_blend
Sets a new

Arguments

  • float blend - The
    Range of values: [0, 1]. The default value is 0.5.

float getShowTextureResolutionBlend() const#

Console: render_show_texture_resolution_blend
Returns the current

Return value

Current
Range of values: [0, 1]. The default value is 0.5.

void setShowTextureResolutionUVMode ( Render::SHOW_TEXTURE_RESOLUTION_UV uvmode ) #

Console: render_show_texture_resolution_uv_mode
Sets a new

Arguments


Render::SHOW_TEXTURE_RESOLUTION_UV getShowTextureResolutionUVMode() const#

Console: render_show_texture_resolution_uv_mode
Returns the current

Return value

Current One of the following values:
  • 0 - UV0 (by default)
  • 1 - UV1

void setShowTextureResolution ( Render::SHOW_TEXTURE_RESOLUTION resolution ) #

Console: render_show_texture_resolution
Sets a new

Arguments


Render::SHOW_TEXTURE_RESOLUTION getShowTextureResolution() const#

Console: render_show_texture_resolution
Returns the current

Return value

Current One of the following values:

    void setShowTriangles ( int triangles ) #

    Console: render_show_triangles
    Sets a new wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

    Arguments

    • int triangles - The The default value is false.

    int getShowTriangles() const#

    Console: render_show_triangles
    Returns the current wireframe mode for scene triangles. This parameter is stored in the following configuration file: *.user.

    Return value

    Current The default value is false.

    void setShowVertexColor ( Render::SHOW_VERTEX_COLOR color ) #

    Console: render_show_vertex_color
    Sets a new value indicating whether displaying of geometry that uses the selected vertex color is enabled. This parameter is stored in the following configuration file: *.user.

    Arguments

    • Render::SHOW_VERTEX_COLOR color - The One of the following values:
      • 0 - disabled. (by default)
      • 1 - Red color.
      • 2 - Green color.
      • 3 - Blue color.
      • 4 - Alpha color.
      • 5 - RGB color.

    Render::SHOW_VERTEX_COLOR getShowVertexColor() const#

    Console: render_show_vertex_color
    Returns the current value indicating whether displaying of geometry that uses the selected vertex color is enabled. This parameter is stored in the following configuration file: *.user.

    Return value

    Current One of the following values:
    • 0 - disabled. (by default)
    • 1 - Red color.
    • 2 - Green color.
    • 3 - Blue color.
    • 4 - Alpha color.
    • 5 - RGB color.

    void setShowNodesInteractionGrass ( bool grass ) #

    Console: render_show_nodes_interaction_grass
    Sets a new value indicating whether the visualizer is enabled for nodes with the Grass Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Arguments

    • bool grass - Set true to enable visualizer for for nodes with the Grass Interaction flag enabled; false - to disable it. The default value is false.

    bool isShowNodesInteractionGrass() const#

    Console: render_show_nodes_interaction_grass
    Returns the current value indicating whether the visualizer is enabled for nodes with the Grass Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Return value

    true if visualizer for for nodes with the Grass Interaction flag enabled is enabled; otherwise false. The default value is false.

    void setShowNodesInteractionClutter ( bool clutter ) #

    Console: render_show_nodes_interaction_clutter
    Sets a new value indicating whether the visualizer is enabled for nodes with the Clutter Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Arguments

    • bool clutter - Set true to enable visualizer for for nodes with the Clutter Interaction flag enabled; false - to disable it. The default value is false.

    bool isShowNodesInteractionClutter() const#

    Console: render_show_nodes_interaction_clutter
    Returns the current value indicating whether the visualizer is enabled for nodes with the Clutter Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Return value

    true if visualizer for for nodes with the Clutter Interaction flag enabled is enabled; otherwise false. The default value is false.

    void setShowNodesInteractionTrigger ( bool trigger ) #

    Console: render_show_nodes_interaction_trigger
    Sets a new value indicating whether the visualizer is enabled for nodes with the Trigger Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Arguments

    • bool trigger - Set true to enable visualizer for for nodes with the Trigger Interaction flag enabled; false - to disable it. The default value is false.

    bool isShowNodesInteractionTrigger() const#

    Console: render_show_nodes_interaction_trigger
    Returns the current value indicating whether the visualizer is enabled for nodes with the Trigger Interaction flag enabled. This parameter is stored in the following configuration file: *.user.

    Return value

    true if visualizer for for nodes with the Trigger Interaction flag enabled is enabled; otherwise false. The default value is false.

    void setTransparentMultipleEnvProbes ( bool probes ) #

    Console: render_transparent_multiple_env_probes
    Sets a new value indicating if the transparent multiple environment probes pass is rendered.
    Notice
    This method takes effect only when the forward rendering pass is used for transparent objects rendering.

    Arguments

    • bool probes - Set true to enable rendering of the transparent multiple environment probes pass; false - to disable it. The default value is true.

    bool isTransparentMultipleEnvProbes() const#

    Console: render_transparent_multiple_env_probes
    Returns the current value indicating if the transparent multiple environment probes pass is rendered.
    Notice
    This method takes effect only when the forward rendering pass is used for transparent objects rendering.

    Return value

    true if rendering of the transparent multiple environment probes pass is enabled; otherwise false. The default value is true.

    void setTransparentDeferred ( bool deferred ) #

    Console: render_transparent_deferred
    Sets a new value indicating if the deferred pass for transparent objects is enabled.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Arguments

    • bool deferred - Set true to enable rendering of the deferred pass for transparent objects; false - to disable it. The default value is true.

    bool isTransparentDeferred() const#

    Console: render_transparent_deferred
    Returns the current value indicating if the deferred pass for transparent objects is enabled.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Return value

    true if rendering of the deferred pass for transparent objects is enabled; otherwise false. The default value is true.

    void setTransparentLight ( bool light ) #

    Console: render_transparent_light
    Sets a new value indicating if the transparent light pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Arguments

    • bool light - Set true to enable rendering of the transparent light pass; false - to disable it. The default value is true.

    bool isTransparentLight() const#

    Console: render_transparent_light
    Returns the current value indicating if the transparent light pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Return value

    true if rendering of the transparent light pass is enabled; otherwise false. The default value is true.

    void setTransparentAmbient ( bool ambient ) #

    Console: render_transparent_ambient
    Sets a new value indicating if the transparent ambient pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Arguments

    • bool ambient - Set true to enable rendering of the transparent ambient pass; false - to disable it. The default value is true.

    bool isTransparentAmbient() const#

    Console: render_transparent_ambient
    Returns the current value indicating if the transparent ambient pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Return value

    true if rendering of the transparent ambient pass is enabled; otherwise false. The default value is true.

    void setTransparentEnabled ( bool enabled ) #

    Console: render_transparent_enabled
    Sets a new value indicating if the transparent pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Arguments

    • bool enabled - Set true to enable rendering of the transparent pass; false - to disable it. The default value is true.

    bool isTransparentEnabled() const#

    Console: render_transparent_enabled
    Returns the current value indicating if the transparent pass is rendered.
    Notice
    This option takes effect only when the forward rendering pass is used for transparent objects rendering.

    Return value

    true if rendering of the transparent pass is enabled; otherwise false. The default value is true.

    void setScreenSpaceEffects ( bool effects ) #

    Console: render_screen_space_effects
    Sets a new value indicating if rendering of screen-space effects is enabled.

    Arguments

    • bool effects - Set true to enable rendering of screen-space effects; false - to disable it. The default value is true.

    bool isScreenSpaceEffects() const#

    Console: render_screen_space_effects
    Returns the current value indicating if rendering of screen-space effects is enabled.

    Return value

    true if rendering of screen-space effects is enabled; otherwise false. The default value is true.

    void setFieldShorelineResolution ( int resolution ) #

    Console: render_field_shoreline_resolution
    Sets a new resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
    Notice
    Increased resolution significantly affects performance.

    Arguments

    • int resolution - The resolution in pixels. One of the following values:
      • 0 - 128x128 (by default)
      • 1 - 256x256
      • 2 - 512x512
      • 3 - 1024x1024
      • 4 - 2048x2048
      • 5 - 4096x4096
      • 6 - 8192x8192

    int getFieldShorelineResolution() const#

    Console: render_field_shoreline_resolution
    Returns the current resolution of the texture into which all textures set for all FieldShoreline objects are rendered.
    Notice
    Increased resolution significantly affects performance.

    Return value

    Current resolution in pixels. One of the following values:
    • 0 - 128x128 (by default)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192

    void setFieldPrecision ( bool precision ) #

    Console: render_field_precision
    Sets a new value indicating the precision of textures used for field objects. Either of the following:
    • 16-bit precision R16 texture
    • 32-bit precision R32F texture

    Arguments

    • bool precision - Set true to enable high (32-bit) precision for textures; false - to disable it. One of the following values:
      • 0 - 16 bit (by default)
      • 1 - 32 bit

    bool isFieldPrecision() const#

    Console: render_field_precision
    Returns the current value indicating the precision of textures used for field objects. Either of the following:
    • 16-bit precision R16 texture
    • 32-bit precision R32F texture

    Return value

    true if high (32-bit) precision for textures is enabled; otherwise false. One of the following values:
    • 0 - 16 bit (by default)
    • 1 - 32 bit

    void setFieldHeightResolution ( int resolution ) #

    Console: render_field_height_resolution
    Sets a new resolution of the texture into which all textures set for all FieldHeight objects are rendered.
    Notice
    Increased resolution significantly affects performance.

    Arguments

    • int resolution - The resolution in pixels. One of the following values:
      • 0 - 128 x 128
      • 1 - 256 x 256
      • 2 - 512 x 512 (by default)
      • 3 - 1024 x 1024
      • 4 - 2048 x 2048
      • 5 - 4096 x 4096
      • 6 - 8192 x 8192

    int getFieldHeightResolution() const#

    Console: render_field_height_resolution
    Returns the current resolution of the texture into which all textures set for all FieldHeight objects are rendered.
    Notice
    Increased resolution significantly affects performance.

    Return value

    Current resolution in pixels. One of the following values:
    • 0 - 128 x 128
    • 1 - 256 x 256
    • 2 - 512 x 512 (by default)
    • 3 - 1024 x 1024
    • 4 - 2048 x 2048
    • 5 - 4096 x 4096
    • 6 - 8192 x 8192

    void setCloudsNoiseStepSkip ( float skip ) #

    Console: render_clouds_noise_step_skip
    Sets a new value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

    Arguments

    • float skip - The value of the noise step skip parameter for clouds.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsNoiseStepSkip() const#

    Console: render_clouds_noise_step_skip
    Returns the current value of the noise step skip parameter for clouds. This parameter determines the amount of jitter in the areas between clouds, that is used to reduce banding effect due to insufficient number of steps.

    Return value

    Current value of the noise step skip parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsNoiseLighting ( float lighting ) #

    Console: render_clouds_noise_lighting
    Sets a new value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

    Arguments

    • float lighting - The value of the noise lighting parameter for clouds.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsNoiseLighting() const#

    Console: render_clouds_noise_lighting
    Returns the current value of the noise lighting parameter for the clouds. This parameter determines the amount of jitter for tracing steps of lighting calculation, that is used to reduce banding effect due to insufficient number of steps.

    Return value

    Current value of the noise lighting parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsNoiseIterations ( float iterations ) #

    Console: render_clouds_noise_iterations
    Sets a new value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

    Arguments

    • float iterations - The value of the noise iterations parameter for clouds.
      Range of values: [0.0f, 1.0f]. The default value is 0.1f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsNoiseIterations() const#

    Console: render_clouds_noise_iterations
    Returns the current value of the noise iterations parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

    Return value

    Current value of the noise iterations parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsNoiseStep ( float step ) #

    Console: render_clouds_noise_step
    Sets a new value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

    Arguments

    • float step - The value of the noise step parameter for clouds.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsNoiseStep() const#

    Console: render_clouds_noise_step
    Returns the current value of the noise step parameter for clouds. This parameter determines the amount of jitter in the areas within clouds, that is used to reduce banding effect due to insufficient number of steps.

    Return value

    Current value of the noise step parameter for clouds.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsSoftIntersection ( float intersection ) #

    Console: render_clouds_soft_intersection
    Sets a new soft intersection distance for clouds, in meters.

    Arguments

    • float intersection - The soft intersection distance (in meters).
      Range of values: [0.0f, 100000.0f]. The default value is 100.0f.

    float getCloudsSoftIntersection() const#

    Console: render_clouds_soft_intersection
    Returns the current soft intersection distance for clouds, in meters.

    Return value

    Current soft intersection distance (in meters).
    Range of values: [0.0f, 100000.0f]. The default value is 100.0f.

    void setCloudsSamplesCount ( int count ) #

    Console: render_clouds_samples_count
    Sets a new number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
    • Low — 1 sample, low quality
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality

    Arguments

    • int count - The number of samples. One of the following values:
      • Low - low quality
      • Medium - medium quality
      • High - high quality (by default)
      • Ultra - ultra quality
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getCloudsSamplesCount() const#

    Console: render_clouds_samples_count
    Returns the current number of samples used for clouds rendering. The higher the value, the less noise in clouds rendering. The following values are available:
    • Low — 1 sample, low quality
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality

    Return value

    Current number of samples. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsDownsamplingRendering ( int rendering ) #

    Console: render_clouds_downsampling_rendering
    Sets a new downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
    Notice
    This parameter has a significant impact on performance.

    Arguments

    • int rendering - The downsampling rendering for clouds. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getCloudsDownsamplingRendering() const#

    Console: render_clouds_downsampling_rendering
    Returns the current downsampling rendering mode for clouds. This parameter determines clouds resolution based on current screen resolution.
    Notice
    This parameter has a significant impact on performance.

    Return value

    Current downsampling rendering for clouds. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsInterleavedRendering ( int rendering ) #

    Console: render_clouds_interleaved_rendering
    Sets a new interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.

    Arguments

    • int rendering - The interleaved rendering mode for clouds. One of the following values:
      • 0 - Disabled (by default)
      • 1 - 2×2
      • 2 - 4×4
      • 3 - 8×8
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getCloudsInterleavedRendering() const#

    Console: render_clouds_interleaved_rendering
    Returns the current interleaved rendering mode for clouds. In cases when clouds are viewed from the ground, or from above (at significant distance) and viewer's velocities are less than 200 units per second, this parameter can be used to provide a significant gain in performance.

    Return value

    Current interleaved rendering mode for clouds. One of the following values:
    • 0 - Disabled (by default)
    • 1 - 2×2
    • 2 - 4×4
    • 3 - 8×8
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsDynamicCoverageResolution ( int resolution ) #

    Console: render_clouds_dynamic_coverage_resolution
    Sets a new the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
    Notice
    Increased resolution significantly affects performance.

    Arguments

    • int resolution - The the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
      Range of values: [16, 8192]. The default value is 256.

    int getCloudsDynamicCoverageResolution() const#

    Console: render_clouds_dynamic_coverage_resolution
    Returns the current the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels. This parameter determines the quality of dynamic coverage texture for FieldWeather objects. Higher values make it possible to preserve texture details at high distances.
    Notice
    Increased resolution significantly affects performance.

    Return value

    Current the value defining the size of the square dynamic coverage resolution texture for clouds, in pixels.
    Range of values: [16, 8192]. The default value is 256.

    void setCloudsDynamicCoverageArea ( float area ) #

    Console: render_clouds_dynamic_coverage_area
    Sets a new dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
    Notice
    Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (see the setCloudsDynamicCoverageResolution() method).

    Arguments

    • float area - The dynamic coverage area, in units.
      Range of values: [10.0f, 400000.0f]. The default value is 10000.0f.

    float getCloudsDynamicCoverageArea() const#

    Console: render_clouds_dynamic_coverage_area
    Returns the current dynamic coverage area for clouds, in units. This parameter determines visibility distance for coverage of FieldWeather objects.
    Notice
    Increasing dynamic coverage area leads to reduction of quality of FieldWeather coverage texture and loss of details. This effect can be mitigated by increasing dynamic coverage resolution using the corresponding command (see the setCloudsDynamicCoverageResolution() method).

    Return value

    Current dynamic coverage area, in units.
    Range of values: [10.0f, 400000.0f]. The default value is 10000.0f.

    void setCloudsLightingConeRadius ( float radius ) #

    Console: render_clouds_lighting_cone_radius
    Sets a new lighting cone sampling radius for clouds lighting.
    Notice
    Low values may result in unnatural behavior as the position of the sun changes.

    Arguments

    • float radius - The lighting cone radius.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getCloudsLightingConeRadius() const#

    Console: render_clouds_lighting_cone_radius
    Returns the current lighting cone sampling radius for clouds lighting.
    Notice
    Low values may result in unnatural behavior as the position of the sun changes.

    Return value

    Current lighting cone radius.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setCloudsLightingTraceLength ( float length ) #

    Console: render_clouds_lighting_tracelength
    Sets a new lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

    Arguments

    • float length - The lighting trace length, in units.
      Range of values: [1.0f, 2048.0f]. The default value is 230.0f.

    float getCloudsLightingTraceLength() const#

    Console: render_clouds_lighting_tracelength
    Returns the current lighting trace length for clouds. This parameter determines the maximum length of a sun ray inside a cloud.

    Return value

    Current lighting trace length, in units.
    Range of values: [1.0f, 2048.0f]. The default value is 230.0f.

    void setCloudsSamplingQuality ( int quality ) #

    Console: render_clouds_sampling_quality
    Sets a new sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
    • Low — 1 sample, low quality (higher cloud density)
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
    Notice
    Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.

    Arguments

    • int quality - The sampling quality. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getCloudsSamplingQuality() const#

    Console: render_clouds_sampling_quality
    Returns the current sampling quality for clouds. This parameter sets the number of noise samples that affects the cloud shape processing quality. The higher the value, the less are visual artifacts. The following modes are available:
    • Low — 1 sample, low quality (higher cloud density)
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality (lower density, the clouds are softer)
    Notice
    Visual difference between low and ultra quality is not significant. Therefore, it is recommended to use low settings, when possible, to gain performance.

    Return value

    Current sampling quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsLightingQuality ( int quality ) #

    Console: render_clouds_lighting_quality
    Sets a new lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
    • Low — 1 sample, low quality
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality
    Notice
    This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.

    Arguments

    • int quality - The lighting quality. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getCloudsLightingQuality() const#

    Console: render_clouds_lighting_quality
    Returns the current lighting quality for clouds. This parameter determines the number of samples used to calculate lighting for clouds. The following values are available:
    • Low — 1 sample, low quality
    • Medium — 3 samples, medium quality
    • High — 5 samples, high quality
    • Ultra — 6 samples, ultra quality
    Notice
    This parameter has a significant impact on performance. Therefore, it is recommended to use low settings, when possible.

    Return value

    Current lighting quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsGroundShadows ( bool shadows ) #

    Console: render_clouds_ground_shadows
    Sets a new value indicating if rendering of shadows from the clouds on the ground is enabled.

    Arguments

    • bool shadows - Set true to enable rendering of shadows from the clouds on the ground; false - to disable it. The default value is true.

    bool isCloudsGroundShadows() const#

    Console: render_clouds_ground_shadows
    Returns the current value indicating if rendering of shadows from the clouds on the ground is enabled.

    Return value

    true if rendering of shadows from the clouds on the ground is enabled; otherwise false. The default value is true.

    void setCloudsEnabled ( bool enabled ) #

    Console: render_clouds_enabled
    Sets a new value indicating if rendering of clouds is enabled.

    Arguments

    • bool enabled - Set true to enable rendering of clouds; false - to disable it. The default value is true.

    bool isCloudsEnabled() const#

    Console: render_clouds_enabled
    Returns the current value indicating if rendering of clouds is enabled.

    Return value

    true if rendering of clouds is enabled; otherwise false. The default value is true.

    void setCloudsStepAccuracy ( float accuracy ) #

    Console: render_clouds_step_accuracy
    Sets a new accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.

    Arguments

    • float accuracy - The accuracy of ray marching (lower numbers gain more performance).
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsStepAccuracy() const#

    Console: render_clouds_step_accuracy
    Returns the current accuracy of ray marching steps. This parameter enables you to improve the visual look of clouds when viewed from inside a cloud layer. It reduces the noise of lighting and clouds shape for long ray marching distances, adds some noise-based blur to a sharp border at the bottom sphere of the cloud layer (rounded) and removes popping effect when leaving a rounded cloud layer. Higher values provide more accurate form and less noise, while lower ones gain more performance.

    Return value

    Current accuracy of ray marching (lower numbers gain more performance).
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsAccurateLayersSorting ( bool sorting ) #

    Console: render_clouds_accurate_layers_sorting
    Sets a new value indicating if correct sorting of intersecting cloud layers is enabled.
    Notice
    Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

    Arguments

    • bool sorting - Set true to enable correct sorting of intersecting cloud layers; false - to disable it. The default value is false.

    bool isCloudsAccurateLayersSorting() const#

    Console: render_clouds_accurate_layers_sorting
    Returns the current value indicating if correct sorting of intersecting cloud layers is enabled.
    Notice
    Enabling this feature may reduce raymarching quality as samples shall be distributed among all layers.

    Return value

    true if correct sorting of intersecting cloud layers is enabled; otherwise false. The default value is false.

    void setCloudDistortionTexture ( int texture ) #

    Console: render_clouds_distortion_texture
    Sets a new value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
    • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
    • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

    Arguments

    • int texture - The texture type to be used. One of the following values:
      • 0 - 2D texture (by default)
      • 1 - 3D texture

    int getCloudDistortionTexture() const#

    Console: render_clouds_distortion_texture
    Returns the current value indicating which texture type is used for clouds distortion at the moment. This parameter has a significant impact on performance:
    • 2D Texture — more performance-friendly, but may cause an excessive vertical extrusion of clouds.
    • 3D Texture — ensures homogeneous detail distortion and better image quality, but at a higher performance cost.

    Return value

    Current texture type to be used. One of the following values:
    • 0 - 2D texture (by default)
    • 1 - 3D texture

    void setCloudsInterleavedRenderingTemporal ( bool temporal ) #

    Console: render_clouds_interleaved_rendering_temporal
    Sets a new value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
    Notice
    Works only when the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) is set to 2x2.

    Arguments

    • bool temporal - Set true to enable temporal accumulation of noises for interleaved sampling for clouds; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isCloudsInterleavedRenderingTemporal() const#

    Console: render_clouds_interleaved_rendering_temporal
    Returns the current value indicating if temporal accumulation of noises for interleaved sampling for clouds is enabled.
    Notice
    Works only when the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) is set to 2x2.

    Return value

    true if temporal accumulation of noises for interleaved sampling for clouds is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsDepthBasedReconstructionThreshold ( float threshold ) #

    Console: render_clouds_depth_based_reconstruction_threshold
    Sets a new depth threshold value for clouds depth-based reconstruction mode (see the setCloudsDepthBasedReconstruction() method). This value defines the depth difference starting from which pixels are considered to be related to different surfaces.

    Arguments

    • float threshold - The depth threshold value.
      Range of values: [0.0f, inf]. The default value is 100.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getCloudsDepthBasedReconstructionThreshold() const#

    Console: render_clouds_depth_based_reconstruction_threshold
    Returns the current depth threshold value for clouds depth-based reconstruction mode (see the setCloudsDepthBasedReconstruction() method). This value defines the depth difference starting from which pixels are considered to be related to different surfaces.

    Return value

    Current depth threshold value.
    Range of values: [0.0f, inf]. The default value is 100.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsDepthBasedReconstruction ( bool reconstruction ) #

    Console: render_clouds_depth_based_reconstruction
    Sets a new value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
    Notice
    Works only with the clouds downsampling rendering mode (see the setCloudsDownsamplingRendering() method) set to half and/or the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) set to 2x2.

    Arguments

    • bool reconstruction - Set true to enable using ray-marched depth for upsampling the downsampled clouds; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isCloudsDepthBasedReconstruction() const#

    Console: render_clouds_depth_based_reconstruction
    Returns the current value indicating if clouds ray-marched depth is used for upsampling the downsampled clouds without obscuring the geometry and reprojection depending on the cloud depth. Recommended for flying through clouds.
    Notice
    Works only with the clouds downsampling rendering mode (see the setCloudsDownsamplingRendering() method) set to half and/or the clouds interleaved rendering mode (see the setCloudsInterleavedRendering() method) set to 2x2.

    Return value

    true if using ray-marched depth for upsampling the downsampled clouds is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setCloudsQualityPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setCloudsFarClipping ( bool clipping ) #

    Console: render_clouds_far_clipping
    Sets a new value indicating if far-plane clipping is used for clouds visibility.

    Controlling clouds visibility by increasing the far-plane distance significantly affects performance in many aspects (dynamic Environment Probes, etc.). You can disable this option when necessary as an optimization.

    Arguments

    • bool clipping - Set true to enable using far-plane clipping for clouds visibility.; false - to disable it. The default value is true.

    bool isCloudsFarClipping() const#

    Console: render_clouds_far_clipping
    Returns the current value indicating if far-plane clipping is used for clouds visibility.

    Controlling clouds visibility by increasing the far-plane distance significantly affects performance in many aspects (dynamic Environment Probes, etc.). You can disable this option when necessary as an optimization.

    Return value

    true if using far-plane clipping for clouds visibility. is enabled; otherwise false. The default value is true.

    void setCloudsRoundedPlanetRadius ( float radius ) #

    Console: render_clouds_rounded_planet_radius
    Sets a new radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

    Arguments

    • float radius - The planet radius to be used for clouds curving, in units.
      Range of values: [100.0f, inf]. The default value is 200000.0f.

    float getCloudsRoundedPlanetRadius() const#

    Console: render_clouds_rounded_planet_radius
    Returns the current radius of the planet to be used for clouds curving. Visual curving can be used to make clouds look more natural imitating planet's curvature.

    Return value

    Current planet radius to be used for clouds curving, in units.
    Range of values: [100.0f, inf]. The default value is 200000.0f.

    void setCloudsRounded ( bool rounded ) #

    Console: render_clouds_rounded
    Sets a new value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

    Arguments

    • bool rounded - Set true to enable visual curving for clouds; false - to disable it. The default value is true.

    bool isCloudsRounded() const#

    Console: render_clouds_rounded
    Returns the current value indicating if cloud layers are to be curved to make them look more natural imitating planet's curvature.

    Return value

    true if visual curving for clouds is enabled; otherwise false. The default value is true.

    void setWaterAnisotropy ( int anisotropy ) #

    Console: render_water_anisotropy
    Sets a new water texture anisotropy level. The following values are available:
    • 1x — anisotropy level 1
    • 2x — anisotropy level 2
    • 4x — anisotropy level 4
    • 8x — anisotropy level 8
    • 16x — anisotropy level 16

    Arguments

    • int anisotropy - The anisotropy level. One of the following values:
      • 0 - 1x
      • 1 - 2x (by default)
      • 2 - 4x
      • 3 - 8x
      • 4 - 16x

    int getWaterAnisotropy() const#

    Console: render_water_anisotropy
    Returns the current water texture anisotropy level. The following values are available:
    • 1x — anisotropy level 1
    • 2x — anisotropy level 2
    • 4x — anisotropy level 4
    • 8x — anisotropy level 8
    • 16x — anisotropy level 16

    Return value

    Current anisotropy level. One of the following values:
    • 0 - 1x
    • 1 - 2x (by default)
    • 2 - 4x
    • 3 - 8x
    • 4 - 16x

    void setWaterRefractionQuality ( int quality ) #

    Console: render_water_refraction_quality
    Sets a new quality of water refraction.

    Arguments

    • int quality - The refraction quality. One of the following values:
      • Low - low quality
      • Medium - medium quality
      • High - high quality (by default)
      • Ultra - ultra quality

    int getWaterRefractionQuality() const#

    Console: render_water_refraction_quality
    Returns the current quality of water refraction.

    Return value

    Current refraction quality. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

    void setWaterSSRQuality ( int ssrquality ) #

    Console: render_water_ssr_quality
    Sets a new resolution of water SSR (Screen Space Reflections).

    Arguments

    • int ssrquality - The water SSR quality. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality

    int getWaterSSRQuality() const#

    Console: render_water_ssr_quality
    Returns the current resolution of water SSR (Screen Space Reflections).

    Return value

    Current water SSR quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

    void setWaterLights ( bool lights ) #

    Console: render_water_lights
    Sets a new value indicating if rendering of lights on the water surface is enabled.
    Notice
    The option doesn't affect the World Light source.

    Arguments

    • bool lights - Set true to enable rendering of lights on the water surface; false - to disable it. The default value is true.

    bool isWaterLights() const#

    Console: render_water_lights
    Returns the current value indicating if rendering of lights on the water surface is enabled.
    Notice
    The option doesn't affect the World Light source.

    Return value

    true if rendering of lights on the water surface is enabled; otherwise false. The default value is true.

    void setWaterVoxelProbes ( bool probes ) #

    Console: render_water_voxel_probes
    Sets a new value indicating if voxel probes are enabled for water rendering.

    Arguments

    • bool probes - Set true to enable rendering of voxel probes on the water surface; false - to disable it. The default value is true.

    bool isWaterVoxelProbes() const#

    Console: render_water_voxel_probes
    Returns the current value indicating if voxel probes are enabled for water rendering.

    Return value

    true if rendering of voxel probes on the water surface is enabled; otherwise false. The default value is true.

    void setWaterEnvironmentProbes ( bool probes ) #

    Console: render_water_environment_probes
    Sets a new value indicating if rendering of environment probes on the water surface is enabled.

    Arguments

    • bool probes - Set true to enable rendering of environment probes on the water surface; false - to disable it. The default value is true.

    bool isWaterEnvironmentProbes() const#

    Console: render_water_environment_probes
    Returns the current value indicating if rendering of environment probes on the water surface is enabled.

    Return value

    true if rendering of environment probes on the water surface is enabled; otherwise false. The default value is true.

    void setWaterOpacityDepth ( bool depth ) #

    Console: render_water_opacity_depth
    Sets a new value indicating if depth data for water is written to the opacity buffer.

    Arguments

    • bool depth - Set true to enable writing depth data for water to the opacity buffer; false - to disable it. The default value is true.

    bool isWaterOpacityDepth() const#

    Console: render_water_opacity_depth
    Returns the current value indicating if depth data for water is written to the opacity buffer.

    Return value

    true if writing depth data for water to the opacity buffer is enabled; otherwise false. The default value is true.

    void setWaterShafts ( bool shafts ) #

    Console: render_water_shafts
    Sets a new value indicating if rendering of underwater shafts is enabled.

    Arguments

    • bool shafts - Set true to enable rendering of underwater shafts; false - to disable it. The default value is true.

    bool isWaterShafts() const#

    Console: render_water_shafts
    Returns the current value indicating if rendering of underwater shafts is enabled.

    Return value

    true if rendering of underwater shafts is enabled; otherwise false. The default value is true.

    void setWaterShorelineWetness ( bool wetness ) #

    Console: render_water_shoreline_wetness
    Sets a new value indicating if the wetness effect for objects near the shoreline is enabled.

    Arguments

    • bool wetness - Set true to enable shoreline wetness; false - to disable it. The default value is true.

    bool isWaterShorelineWetness() const#

    Console: render_water_shoreline_wetness
    Returns the current value indicating if the wetness effect for objects near the shoreline is enabled.

    Return value

    true if shoreline wetness is enabled; otherwise false. The default value is true.

    void setWaterSSRIncreasedAccuracy ( bool accuracy ) #

    Console: render_water_ssr_increased_accuracy
    Sets a new value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

    Arguments

    • bool accuracy - Set true to enable increased accuracy for the water SSR; false - to disable it. The default value is false.

    bool isWaterSSRIncreasedAccuracy() const#

    Console: render_water_ssr_increased_accuracy
    Returns the current value indicating if increased accuracy for the water SSR (Screen Space Reflections). This option reduces visual artifacts by increasing accuracy of the last step.

    Return value

    true if increased accuracy for the water SSR is enabled; otherwise false. The default value is false.

    void setWaterSSR ( bool ssr ) #

    Console: render_water_ssr
    Sets a new value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

    Arguments

    • bool ssr - Set true to enable SSR effect for water; false - to disable it. The default value is true.

    bool isWaterSSR() const#

    Console: render_water_ssr
    Returns the current value indicating if the SSR (Screen Space Reflections) effect is enabled for water.

    Return value

    true if SSR effect for water is enabled; otherwise false. The default value is true.

    void setWaterEnabled ( bool enabled ) #

    Console: render_water_enabled
    Sets a new value indicating if rendering of water is enabled.

    Arguments

    • bool enabled - Set true to enable water rendering; false - to disable it. The default value is true.

    bool isWaterEnabled() const#

    Console: render_water_enabled
    Returns the current value indicating if rendering of water is enabled.

    Return value

    true if water rendering is enabled; otherwise false. The default value is true.

    void setTerrainGlobalAnisotropy ( int anisotropy ) #

    Console: render_terrain_global_anisotropy
    Sets a new global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

    Arguments

    • int anisotropy - The anisotropy level One of the following values:
      • 0 - anisotropy level 1
      • 1 - anisotropy level 2
      • 2 - anisotropy level 4 (by default)
      • 3 - anisotropy level 8
      • 4 - anisotropy level 16

    int getTerrainGlobalAnisotropy() const#

    Console: render_terrain_global_anisotropy
    Returns the current global terrain texture anisotropy level (degree of anisotropic filtering). Anisotropy for the global terrain has a huge impact for the performance if terrain has a lot of tiled detail materials as anisotropy filtering for the terrain is much slower than for the other objects.

    Return value

    Current anisotropy level One of the following values:
    • 0 - anisotropy level 1
    • 1 - anisotropy level 2
    • 2 - anisotropy level 4 (by default)
    • 3 - anisotropy level 8
    • 4 - anisotropy level 16

    void setTerrainGlobalHoles ( bool holes ) #

    Console: render_terrain_global_holes
    Sets a new value indicating if decal-based holes are enabled for the global terrain.

    Arguments

    • bool holes - Set true to enable decal-based holes for the Global Terrain; false - to disable it. The default value is false.

    bool isTerrainGlobalHoles() const#

    Console: render_terrain_global_holes
    Returns the current value indicating if decal-based holes are enabled for the global terrain.

    Return value

    true if decal-based holes for the Global Terrain is enabled; otherwise false. The default value is false.

    void setTerrainGlobalDisplacementNormal ( bool normal ) #

    Console: render_terrain_global_displacement_normal
    Sets a new value indicating if displacement mapping for the Global Terrain rendering uses normals.

    Arguments

    • bool normal - Set true to enable using normals for displacement mapping for the Global Terrain; false - to disable it. The default value is false.

    bool isTerrainGlobalDisplacementNormal() const#

    Console: render_terrain_global_displacement_normal
    Returns the current value indicating if displacement mapping for the Global Terrain rendering uses normals.

    Return value

    true if using normals for displacement mapping for the Global Terrain is enabled; otherwise false. The default value is false.

    void setTerrainGlobalDisplacement ( bool displacement ) #

    Console: render_terrain_global_displacement
    Sets a new value indicating if displacement mapping is enabled for the Global Terrain.

    Arguments

    • bool displacement - Set true to enable displacement mapping for the Global Terrain; false - to disable it. The default value is false.

    bool isTerrainGlobalDisplacement() const#

    Console: render_terrain_global_displacement
    Returns the current value indicating if displacement mapping is enabled for the Global Terrain.

    Return value

    true if displacement mapping for the Global Terrain is enabled; otherwise false. The default value is false.

    void setTerrainGlobalTriplanar ( bool triplanar ) #

    Console: render_terrain_global_triplanar
    Sets a new value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

    Arguments

    • bool triplanar - Set true to enable triplanar texture mapping for the Global Terrain.; false - to disable it. The default value is false.

    bool isTerrainGlobalTriplanar() const#

    Console: render_terrain_global_triplanar
    Returns the current value indicating if triplanar texture mapping is enabled for the Global Terrain. If disabled, planar UV-mapping is used.

    Return value

    true if triplanar texture mapping for the Global Terrain. is enabled; otherwise false. The default value is false.

    void setSSDirtConvexityMetalnessVisibility ( float visibility ) #

    Console: render_ssdirt_convexity_metalness_visibility
    Sets a new metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float visibility - The metalness visibility for convexities.
      Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    float getSSDirtConvexityMetalnessVisibility() const#

    Console: render_ssdirt_convexity_metalness_visibility
    Returns the current metalness visibility value for convexities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current metalness visibility for convexities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    void setSSDirtConvexityMetalness ( float metalness ) #

    Console: render_ssdirt_convexity_metalness
    Sets a new metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float metalness - The metalness value for convexities.
      Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    float getSSDirtConvexityMetalness() const#

    Console: render_ssdirt_convexity_metalness
    Returns the current metalness value for convexities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in convex areas. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current metalness value for convexities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    void setSSDirtConvexityExponent ( float exponent ) #

    Console: render_ssdirt_convexity_exponent
    Sets a new exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float exponent - The exponent value for convexities.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtConvexityExponent() const#

    Console: render_ssdirt_convexity_exponent
    Returns the current exponent value that determines the rate of gradual change of intensity along the radius for convexities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current exponent value for convexities.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtConvexityColor ( const Math::vec4& color ) #

    Console: render_ssdirt_convexity_color
    Sets a new color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const Math::vec4& color - The color multiplier for the Albedo texture used for convexities.
      vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

    Math::vec4 getSSDirtConvexityColor() const#

    Console: render_ssdirt_convexity_color
    Returns the current color multiplier for the Albedo texture used for convexities (global wear and scratch color pattern). SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current color multiplier for the Albedo texture used for convexities.
    vec4(0.48f, 0.44f, 0.39f, 1.0f) - default value

    void setSSDirtConvexityTextureSize ( float size ) #

    Console: render_ssdirt_convexity_texture_size
    Sets a new scaling factor for the textures used for convexities. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float size - The scaling factor.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtConvexityTextureSize() const#

    Console: render_ssdirt_convexity_texture_size
    Returns the current scaling factor for the textures used for convexities. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current scaling factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtCavityMetalnessVisibility ( float visibility ) #

    Console: render_ssdirt_cavity_metalness_visibility
    Sets a new metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float visibility - The metalness visibility for cavities.
      Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    float getSSDirtCavityMetalnessVisibility() const#

    Console: render_ssdirt_cavity_metalness_visibility
    Returns the current metalness visibility value for cavities. A multiplier that determines the degree of impact of the effect on metalness buffer (the higher the value the more metalness buffer is affected. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current metalness visibility for cavities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    void setSSDirtCavityMetalness ( float metalness ) #

    Console: render_ssdirt_cavity_metalness
    Sets a new metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float metalness - The metalness value for cavities.
      Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    float getSSDirtCavityMetalness() const#

    Console: render_ssdirt_cavity_metalness
    Returns the current metalness value for cavities. When set to 0 (by default), the SSDirt effect does not modify metalness buffer in cavities. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current metalness value for cavities.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    void setSSDirtCavityExponent ( float exponent ) #

    Console: render_ssdirt_cavity_exponent
    Sets a new exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float exponent - The exponent value for cavities.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtCavityExponent() const#

    Console: render_ssdirt_cavity_exponent
    Returns the current exponent value that determines the rate of gradual change of intensity along the radius for cavities. Lower values make gradual change of intensity smoother. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current exponent value for cavities.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtCavityColor ( const Math::vec4& color ) #

    Console: render_ssdirt_cavity_color
    Sets a new color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const Math::vec4& color - The color multiplier for the Albedo texture used for cavities.
      vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

    Math::vec4 getSSDirtCavityColor() const#

    Console: render_ssdirt_cavity_color
    Returns the current color multiplier for the Albedo texture used for cavities (global dirt and dust color pattern). SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current color multiplier for the Albedo texture used for cavities.
    vec4(0.26f, 0.24f, 0.21f, 1.0f) - default value

    void setSSDirtCavityTextureSize ( float size ) #

    Console: render_ssdirt_cavity_texture_size
    Sets a new scaling factor for the textures used for cavities. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float size - The scaling factor.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtCavityTextureSize() const#

    Console: render_ssdirt_cavity_texture_size
    Returns the current scaling factor for the textures used for cavities. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current scaling factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtConvexityShadingTextureName ( const char * name ) #

    Sets a new name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const char * name - The name of the shading texture.

    const char * getSSDirtConvexityShadingTextureName() const#

    Returns the current name of the shading texture to be used for convexities. Red channel of this texture defines metalness pattern for all convexities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current name of the shading texture.

    void setSSDirtConvexityAlbedoTextureName ( const char * name ) #

    Sets a new name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const char * name - The name of the albedo texture.

    const char * getSSDirtConvexityAlbedoTextureName() const#

    Returns the current name of the albedo texture to be used for convexities. This texture defines wear and scratch color pattern for all convexities globally. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current name of the albedo texture.

    void setSSDirtCavityShadingTextureName ( const char * name ) #

    Sets a new name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const char * name - The name of the shading texture.

    const char * getSSDirtCavityShadingTextureName() const#

    Returns the current name of the shading texture to be used for cavities. Red channel of this texture defines metalness pattern for all cavities globally (other channels are ignored). SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current name of the shading texture.

    void setSSDirtCavityAlbedoTextureName ( const char * name ) #

    Sets a new name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • const char * name - The name of the albedo texture.

    const char * getSSDirtCavityAlbedoTextureName() const#

    Returns the current name of the albedo texture to be used for cavities. This texture defines wear and scratch color pattern for all cavities globally. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current name of the albedo texture.

    void setSSDirtIncreaseAccuracy ( bool accuracy ) #

    Console: render_ssdirt_increase_accuracy
    Sets a new value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • bool accuracy - Set true to enable increased accuracy for SSDirt; false - to disable it. The default value is false.

    bool isSSDirtIncreaseAccuracy() const#

    Console: render_ssdirt_increase_accuracy
    Returns the current value indicating if increased accuracy for the SSDirt effect. This option should be used to remove visual artefacts along the screen edges, in case if they appear. Otherwise, it should be disabled. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    true if increased accuracy for SSDirt is enabled; otherwise false. The default value is false.

    void setSSDirtPerspective ( float perspective ) #

    Console: render_ssdirt_perspective
    Sets a new perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
    • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
    • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
    SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float perspective - The perspective value.
      Range of values: [0.0f, 1.0f]. The default value is 0.02f.

    float getSSDirtPerspective() const#

    Console: render_ssdirt_perspective
    Returns the current perspective value, that determines the degree of impact of distance from the camera on the radius of the Screen-Space Dirt effect.
    • 0.0f - radius of the effect is bound to screen space (it remains constant relative to screen size, regardless of the distance to the camera).
    • 1.0f - radius of the effect is bound to world space (it remains the same relative to objects, i.e. gets smaller as the camera moves away from them).
    SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current perspective value.
    Range of values: [0.0f, 1.0f]. The default value is 0.02f.

    void setSSDirtAngleBias ( float bias ) #

    Console: render_ssdirt_angle_bias
    Sets a new angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (see the setSSDirt() method) must be enabled.
    Notice
    This parameter affects both, concave and convex areas.

    Arguments

    • float bias - The angle bias value.
      Range of values: [0.0f, 1.0f]. The default value is 0.35f.

    float getSSDirtAngleBias() const#

    Console: render_ssdirt_angle_bias
    Returns the current angle bias value to limit the SSDirt effect where information cannot be obtained. This parameter can be used to remove visual artefacts at the edges of polygons. SSDirt (see the setSSDirt() method) must be enabled.
    Notice
    This parameter affects both, concave and convex areas.

    Return value

    Current angle bias value.
    Range of values: [0.0f, 1.0f]. The default value is 0.35f.

    void setSSDirtThreshold ( float threshold ) #

    Console: render_ssdirt_threshold
    Sets a new threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float threshold - The threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getSSDirtThreshold() const#

    Console: render_ssdirt_threshold
    Returns the current threshold of the SSDirt effect. It determines depth limit for the SSDirt effect in areas where information cannot be obtained. Higher values make the effect less pronounced. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setSSDirtRadius ( float radius ) #

    Console: render_ssdirt_radius
    Sets a new size of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float radius - The size of the SSDirt effect.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtRadius() const#

    Console: render_ssdirt_radius
    Returns the current size of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current size of the SSDirt effect.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtIntensity ( float intensity ) #

    Console: render_ssdirt_intensity
    Sets a new intensity of the SSDirt effect.
    • By the minimum value of 0.0f, the effect is not visible.
    • Higher values make the effect more pronounced.
    SSDirt (see the setSSDirt() method) must be enabled.

    Arguments

    • float intensity - The SSDirt effect intensity.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSDirtIntensity() const#

    Console: render_ssdirt_intensity
    Returns the current intensity of the SSDirt effect.
    • By the minimum value of 0.0f, the effect is not visible.
    • Higher values make the effect more pronounced.
    SSDirt (see the setSSDirt() method) must be enabled.

    Return value

    Current SSDirt effect intensity.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSDirtResolution ( int resolution ) #

    Console: render_ssdirt_resolution
    Sets a new resolution of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.
    Notice
    This parameter significantly affects performance, so choose it reasonably.

    Arguments

    • int resolution - The SSDirt effect resolution. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution

    int getSSDirtResolution() const#

    Console: render_ssdirt_resolution
    Returns the current resolution of the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled.
    Notice
    This parameter significantly affects performance, so choose it reasonably.

    Return value

    Current SSDirt effect resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

    void setSSDirtQuality ( int quality ) #

    Console: render_ssdirt_quality
    Sets a new quality for the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
    • Low — 4 samples
    • Medium — 8 samples
    • High — 16 samples
    • Ultra — 32 samples
    Notice
    This parameter significantly affects performance, so choose it reasonably.

    Arguments

    • int quality - The quality level. One of the following values:
      • Low - low quality
      • Medium - medium quality
      • High - high quality (by default)
      • Ultra - ultra quality

    int getSSDirtQuality() const#

    Console: render_ssdirt_quality
    Returns the current quality for the SSDirt effect. SSDirt (see the setSSDirt() method) must be enabled. Quality implies the number of samples used for the Screen-Space Dirt effect:
    • Low — 4 samples
    • Medium — 8 samples
    • High — 16 samples
    • Ultra — 32 samples
    Notice
    This parameter significantly affects performance, so choose it reasonably.

    Return value

    Current quality level. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)
    • Ultra - ultra quality

    void setSSDirt ( bool ssdirt ) #

    Console: render_ssdirt
    Sets a new value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

    Arguments

    • bool ssdirt - Set true to enable SSDirt effect; false - to disable it. The default value is false.

    bool isSSDirt() const#

    Console: render_ssdirt
    Returns the current value indicating if the Screen-Space Dirt (SSDirt) effect is enabled.

    Return value

    true if SSDirt effect is enabled; otherwise false. The default value is false.

    void setSSBevelRadius ( float radius ) #

    Console: render_ssbevel_radius
    Sets a new size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Arguments

    • float radius - The size of the SSBevel effect.
      Range of values: [0.0f, inf]. The default value is 0.01f.

    float getSSBevelRadius() const#

    Console: render_ssbevel_radius
    Returns the current size of the Screen-Space Bevel effect. To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Return value

    Current size of the SSBevel effect.
    Range of values: [0.0f, inf]. The default value is 0.01f.

    void setSSBevelNoise ( bool noise ) #

    Console: render_ssbevel_noise
    Sets a new value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (see the setTAA() method) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Arguments

    • bool noise - Set true to enable noise-based smoothing for bevels; false - to disable it. The default value is true.

    bool isSSBevelNoise() const#

    Console: render_ssbevel_noise
    Returns the current value indicating if the noise is enabled for smoothing bevels. It is recommended to use the noise with TAA (see the setTAA() method) enabled to avoid visual artifacts. The bevel noise is applied at a certain distance from the camera (i.e. if the camera is too far from the object with bevels, the noise won't be applied). To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Return value

    true if noise-based smoothing for bevels is enabled; otherwise false. The default value is true.

    void setSSBevelQuality ( int quality ) #

    Console: render_ssbevel_quality
    Sets a new quality mode for the screen-space bevels.

    Arguments

    • int quality - The quality level. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality

    int getSSBevelQuality() const#

    Console: render_ssbevel_quality
    Returns the current quality mode for the screen-space bevels.

    Return value

    Current quality level. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

    void setSSBevelVertexNormal ( int normal ) #

    Console: render_ssbevel_vertex_normal
    Sets a new rendering mode of the screen-space bevels. The following modes are available:
    • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
    • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
    To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Arguments

    • int normal - The bevels rendering mode. One of the following values:
      • 0 - Better Edges (by default)
      • 1 - Better Normals

    int getSSBevelVertexNormal() const#

    Console: render_ssbevel_vertex_normal
    Returns the current rendering mode of the screen-space bevels. The following modes are available:
    • Better Edges smoothes vertex and surface normals of the object. In this mode, the relief created by using Normal Mapping will be smoothed along with the mesh edges.
    • Better Normals smoothes only vertex normals. In this mode, only edges of the mesh geometry will be bevelled. The mode may produce visual artifacts on the edges. However, they can be reduced by increasing quality settings of anti-aliasing.
    To use this option, rendering of SSBevel (see the setSSBevel() method) should be enabled.

    Return value

    Current bevels rendering mode. One of the following values:
    • 0 - Better Edges (by default)
    • 1 - Better Normals

    void setSSBevel ( bool ssbevel ) #

    Console: render_ssbevel
    Sets a new value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

    Arguments

    • bool ssbevel - Set true to enable Screen-Space Bevels; false - to disable it. The default value is true.

    bool isSSBevel() const#

    Console: render_ssbevel
    Returns the current value indicating if the Screen-Space Bevels (SSBevel effect) are enabled.

    Return value

    true if Screen-Space Bevels is enabled; otherwise false. The default value is true.

    void setScreenPrecision ( bool precision ) #

    Console: render_screen_precision
    Sets a new value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

    Arguments

    • bool precision - Set true to enable screen precision; false - to disable it. One of the following values:
      • 0 - RG11B10F
      • 1 - RGBA16F (by default)

    bool isScreenPrecision() const#

    Console: render_screen_precision
    Returns the current value indicating the current screen precision. This parameter determines the texture format used for screen HDR buffers.

    Return value

    true if screen precision is enabled; otherwise false. One of the following values:
    • 0 - RG11B10F
    • 1 - RGBA16F (by default)

    void setShadowsFilterNoise ( bool noise ) #

    Console: render_shadows_filter_noise
    Sets a new value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

    Arguments

    • bool noise - Set true to enable noise for shadow filtering; false - to disable it. The default value is true.

    bool isShadowsFilterNoise() const#

    Console: render_shadows_filter_noise
    Returns the current value indicating if noise for shadow filtering is enabled. This noise is used for smoothing.

    Return value

    true if noise for shadow filtering is enabled; otherwise false. The default value is true.

    void setShadowsFilterMode ( int mode ) #

    Console: render_shadows_filter_mode
    Sets a new global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
    Notice
    You can set filtering mode or disable filtering for each light source individually.

    Arguments

    • int mode - The filtering mode. One of the following values:
      • 0 - Disabled
      • 1 - Low
      • 2 - Medium (by default)
      • 3 - High
      • 4 - Ultra

    int getShadowsFilterMode() const#

    Console: render_shadows_filter_mode
    Returns the current global filtering mode to be used for shadows from all light sources by default. This mode determines quality of soft shadows. Higher quality produces smoother shadow edges. When disabled, no filtering is performed and the stair-step effect is clearly seen at the edges of shadows.
    Notice
    You can set filtering mode or disable filtering for each light source individually.

    Return value

    Current filtering mode. One of the following values:
    • 0 - Disabled
    • 1 - Low
    • 2 - Medium (by default)
    • 3 - High
    • 4 - Ultra

    void setShadowsPenumbraNoise ( bool noise ) #

    Console: render_shadows_penumbra_noise
    Sets a new value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

    Arguments

    • bool noise - Set true to enable noise for penumbra rendering; false - to disable it. The default value is true.

    bool isShadowsPenumbraNoise() const#

    Console: render_shadows_penumbra_noise
    Returns the current value indicating if noise for penumbra rendering is enabled. This noise is used for smoothing.

    Return value

    true if noise for penumbra rendering is enabled; otherwise false. The default value is true.

    void setShadowsPenumbraMode ( int mode ) #

    Console: render_shadows_penumbra_mode
    Sets a new global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
    Notice
    You can set penumbra quality mode or disable penumbra rendering for each light source individually. But these per-light quality settings are ignored when global quality is set to Disabled.

    Arguments

    • int mode - The quality mode. One of the following values:
      • 0 - Disabled
      • 1 - Low (by default)
      • 2 - Medium
      • 3 - High
      • 4 - Ultra

    int getShadowsPenumbraMode() const#

    Console: render_shadows_penumbra_mode
    Returns the current global quality mode to be used for rendering penumbra from all light sources by default. This mode enables simulation of real-world shadows by keeping sharp contact shadows closer to the base and softening the farther the shadow stretches away. Higher values produce softer shadows. When disabled, shadow edges are crisp and sharp (no shadow softness at all).
    Notice
    You can set penumbra quality mode or disable penumbra rendering for each light source individually. But these per-light quality settings are ignored when global quality is set to Disabled.

    Return value

    Current quality mode. One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - Ultra

    void setShadowsScreenSpace ( bool space ) #

    Console: render_shadows_screen_space
    Sets a new value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

    Arguments

    • bool space - Set true to enable screen-space shadows; false - to disable it. The default value is true.

    bool isShadowsScreenSpace() const#

    Console: render_shadows_screen_space
    Returns the current value indicating if screen space shadows are enabled. They provide high-quality penumbra, per-light work, per-pixel detail at any zoom level and infinite visibility distance (when enabled, distant objects can cast shadows next to the horizon). Supports depth cutout parallax. Screen space shadows can be mixed with regular ones.

    Return value

    true if screen-space shadows is enabled; otherwise false. The default value is true.

    void setShadowsAlphaTest ( bool test ) #

    Console: render_shadows_alpha_test
    Sets a new value indicating if alpha test is enabled for shadows.

    Arguments

    • bool test - Set true to enable alpha test for shadows; false - to disable it. The default value is true.

    bool isShadowsAlphaTest() const#

    Console: render_shadows_alpha_test
    Returns the current value indicating if alpha test is enabled for shadows.

    Return value

    true if alpha test for shadows is enabled; otherwise false. The default value is true.

    void setShadowsWorldLerpCascades ( bool cascades ) #

    Console: render_shadows_world_lerp_cascades
    Sets a new value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as two shadow maps are rendered in transition areas.

    Arguments

    • bool cascades - Set true to enable linear interpolation of shadow cascades; false - to disable it. The default value is true.

    bool isShadowsWorldLerpCascades() const#

    Console: render_shadows_world_lerp_cascades
    Returns the current value indicating if linear interpolation of shadow cascades is enabled, making transitions between cascades smoother. This option significantly affects performance, as two shadow maps are rendered in transition areas.

    Return value

    true if linear interpolation of shadow cascades is enabled; otherwise false. The default value is true.

    void setShadowsTranslucentDepth ( float depth ) #

    Console: render_shadows_translucent_depth
    Sets a new global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

    Arguments

    • float depth - The translucence depth.
      Range of values: [0.0f, inf]. The default value is 0.1f.

    float getShadowsTranslucentDepth() const#

    Console: render_shadows_translucent_depth
    Returns the current global translucence depth value defining how deep the light goes through translucent objects shifting the shadow. The higher the value, the deeper the light penetrates translucent objects shifting the shadow.

    Return value

    Current translucence depth.
    Range of values: [0.0f, inf]. The default value is 0.1f.

    void setShadows ( bool shadows ) #

    Console: render_shadows
    Sets a new value indicating whether shadows are rendered.

    Arguments

    • bool shadows - Set true to enable shadows rendering; false - to disable it. The default value is true.

    bool isShadows() const#

    Console: render_shadows
    Returns the current value indicating whether shadows are rendered.

    Return value

    true if shadows rendering is enabled; otherwise false. The default value is true.

    void setLightsLensFlares ( bool flares ) #

    Console: render_lights_lens_flares
    Sets a new value indicating if rendering of per-light lens flares is enabled.

    Arguments

    • bool flares - Set true to enable rendering of per-light lens flares; false - to disable it. The default value is true.

    bool isLightsLensFlares() const#

    Console: render_lights_lens_flares
    Returns the current value indicating if rendering of per-light lens flares is enabled.

    Return value

    true if rendering of per-light lens flares is enabled; otherwise false. The default value is true.

    void setLightsForwardPerObjectVoxel ( int voxel ) #

    Console: render_lights_forward_per_object_voxel
    Sets a new maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

    Arguments

    • int voxel - The number of Voxel Probes per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectVoxel() const#

    Console: render_lights_forward_per_object_voxel
    Returns the current maximum number of Voxel Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

    Return value

    Current number of Voxel Probes per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsForwardPerObjectEnv ( int env ) #

    Console: render_lights_forward_per_object_env
    Sets a new maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

    Arguments

    • int env - The number of Environment Probes per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectEnv() const#

    Console: render_lights_forward_per_object_env
    Returns the current maximum number of Environment Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Voxel Probes per object.

    Return value

    Current number of Environment Probes per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsForwardPerObjectPlanar ( int planar ) #

    Console: render_lights_forward_per_object_planar
    Sets a new maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

    Arguments

    • int planar - The number of Planar Reflection Probes per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectPlanar() const#

    Console: render_lights_forward_per_object_planar
    Returns the current maximum number of Planar Reflection Probes per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Planar Reflection Probes per object.

    Return value

    Current number of Planar Reflection Probes per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsForwardPerObjectProj ( int proj ) #

    Console: render_lights_forward_per_object_proj
    Sets a new maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

    Arguments

    • int proj - The number of Projected lights per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectProj() const#

    Console: render_lights_forward_per_object_proj
    Returns the current maximum number of Projected lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Projected lights per object.

    Return value

    Current number of Projected lights per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsForwardPerObjectOmni ( int omni ) #

    Console: render_lights_forward_per_object_omni
    Sets a new maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

    Arguments

    • int omni - The number of Omni lights per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectOmni() const#

    Console: render_lights_forward_per_object_omni
    Returns the current maximum number of Omni lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 Omni lights per object.

    Return value

    Current number of Omni lights per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsForwardPerObjectWorld ( int world ) #

    Console: render_lights_forward_per_object_world
    Sets a new maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

    Arguments

    • int world - The maximum number of World lights per object.
      Range of values: [0, 128]. The default value is 4.

    int getLightsForwardPerObjectWorld() const#

    Console: render_lights_forward_per_object_world
    Returns the current maximum number of World lights per object (available only for materials rendered in the forward rendering pass). You should set the nonzero value to increase performance: it is not recommended to use more than 4 World lights per object.

    Return value

    Current maximum number of World lights per object.
    Range of values: [0, 128]. The default value is 4.

    void setLightsInterleavedSamples ( int samples ) #

    Console: render_lights_interleaved_samples
    Sets a new interleaved rendering mode defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.
    • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
    • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

    Arguments

    • int samples - The interleaved rendering mode One of the following values:
      • 0 - 1 x 2 (by default)
      • 1 - 2 x 2

    int getLightsInterleavedSamples() const#

    Console: render_lights_interleaved_samples
    Returns the current interleaved rendering mode defining the number of pixels to be skipped when rendering lights during the deferred pass with subsequent reconstruction of neighboring pixels using the data from previous frames.
    • 1 x 2 — half of all pixels are rendered skipping each second line (1.0 * width x 0.5 * height)
    • 2 x 2 — quarter of all pixels are rendered skipping each second line and row (0.5 * width x 0.5 * height)

    Return value

    Current interleaved rendering mode One of the following values:
    • 0 - 1 x 2 (by default)
    • 1 - 2 x 2

    void setLightsInterleavedColorClamping ( int clamping ) #

    Console: render_lights_interleaved_color_clamping
    Sets a new color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

    Arguments

    • int clamping - The color clamping mode One of the following values:
      • 0 - Disabled
      • 1 - Low (by default)
      • 2 - Medium
      • 3 - High
      • 4 - High + Velocity

    int getLightsInterleavedColorClamping() const#

    Console: render_lights_interleaved_color_clamping
    Returns the current color clamping mode to be used for interleaved lights rendering mode. This mode is used to reduce ghosting effect: higher values increase clamping intensity but may cause flickering on rippled reflective surfaces (as this mode is not so good at the object's edges). When disabled, shadows and reflections have a lag as they are several frames behind.

    Return value

    Current color clamping mode One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity

    void setLightsInterleavedCatmullResampling ( bool resampling ) #

    Console: render_lights_interleaved_catmull_resampling
    Sets a new value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

    Arguments

    • bool resampling - Set true to enable Catmull-Rom resampling; false - to disable it. The default value is false.

    bool isLightsInterleavedCatmullResampling() const#

    Console: render_lights_interleaved_catmull_resampling
    Returns the current value indicating if the Catmull-Rom resampling for interleaved lights rendering mode is enabled. This mode allows you to reduce image blurring when the camera moves forward/backward.

    Return value

    true if Catmull-Rom resampling is enabled; otherwise false. The default value is false.

    void setLightsInterleaved ( bool interleaved ) #

    Console: render_lights_interleaved
    Sets a new value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

    Arguments

    • bool interleaved - Set true to enable interleaved lights rendering mode; false - to disable it. The default value is false.

    bool isLightsInterleaved() const#

    Console: render_lights_interleaved
    Returns the current value indicating if interleaved mode for rendering lights during the deferred pass is enabled. When enabled, lights are rendered in half resolution with subsequent reconstruction of neighboring pixels using the data from previous frames. This mode requires a high framerate (60+ FPS), otherwise anti-aliasing quality reduces and ghosting effect becomes more pronounced. Recommended for relatively static scenes which contain a lot of light sources and do not have a lot of reflective surfaces (in case of small number of light sources may reduce performance).

    Return value

    true if interleaved lights rendering mode is enabled; otherwise false. The default value is false.

    void setLightsTileGridSize ( int size ) #

    Console: render_lights_tile_grid_size
    Sets a new number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (see the setLightsMaxPerBatch() method). The optimization works only for omni lights with point shape and without shadows.

    Arguments

    • int size - The number of grid tiles per axis.
      Range of values: [1, 32]. The default value is 8.

    int getLightsTileGridSize() const#

    Console: render_lights_tile_grid_size
    Returns the current number of grid tiles per axis for tiled rendering optimization. During this optimization, the screen space is divided into tiles that render lights in batches (see the setLightsMaxPerBatch() method). The optimization works only for omni lights with point shape and without shadows.

    Return value

    Current number of grid tiles per axis.
    Range of values: [1, 32]. The default value is 8.

    void setLightsMaxPerBatch ( int batch ) #

    Console: render_lights_max_per_batch
    Sets a new maximum number of lights rendered by a tile (see the setLightsTileGridSize() method) per batch call.

    With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

    0 disables batching optimization.

    Arguments

    • int batch - The number of lights per batch.
      Range of values: [32, 1024]. The default value is 1024.

    int getLightsMaxPerBatch() const#

    Console: render_lights_max_per_batch
    Returns the current maximum number of lights rendered by a tile (see the setLightsTileGridSize() method) per batch call.

    With lights batching optimization, omni lights divided into tiles are rendered in batches: each tile renders the specified number of lights per batch. It allows decreasing the number of DIP calls and increasing performance. The optimization works only for omni lights with point shape and without shadows.

    0 disables batching optimization.

    Return value

    Current number of lights per batch.
    Range of values: [32, 1024]. The default value is 1024.

    void setLightsEnabled ( bool enabled ) #

    Console: render_lights_enabled
    Sets a new value indicating if rendering of lights is enabled.

    Arguments

    • bool enabled - Set true to enable lights rendering; false - to disable it. The default value is true.

    bool isLightsEnabled() const#

    Console: render_lights_enabled
    Returns the current value indicating if rendering of lights is enabled.

    Return value

    true if lights rendering is enabled; otherwise false. The default value is true.

    void setOccludersShadowsResolution ( const Math::vec2& resolution ) #

    Console: render_occluders_shadows_resolution
    Sets a new resolution of the texture, to which occluders for shadows (see the setOccludersShadows() method) are rendered.

    Arguments

    • const Math::vec2& resolution - The texture resolution (X, Y), in pixels.
      From 1x1 to 1024x1024 Default: 512x512

    Math::vec2 getOccludersShadowsResolution() const#

    Console: render_occluders_shadows_resolution
    Returns the current resolution of the texture, to which occluders for shadows (see the setOccludersShadows() method) are rendered.

    Return value

    Current texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 512x512

    void setOccludersShadows ( bool shadows ) #

    Console: render_occluders_shadows
    Sets a new value indicating whether rendering of occluders for shadows is enabled.

    Arguments

    • bool shadows - Set true to enable rendering of occluders for shadows; false - to disable it. The default value is false.

    bool isOccludersShadows() const#

    Console: render_occluders_shadows
    Returns the current value indicating whether rendering of occluders for shadows is enabled.

    Return value

    true if rendering of occluders for shadows is enabled; otherwise false. The default value is false.

    void setOccludersResolution ( const Math::vec2& resolution ) #

    Console: render_occluders_resolution
    Sets a new resolution of the texture, to which occluders (see the setOccluders() method) are rendered.

    Arguments

    • const Math::vec2& resolution - The texture resolution (X, Y), in pixels.
      From 1x1 to 1024x1024 Default: 128x64

    Math::vec2 getOccludersResolution() const#

    Console: render_occluders_resolution
    Returns the current resolution of the texture, to which occluders (see the setOccluders() method) are rendered.

    Return value

    Current texture resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 128x64

    void setOccluders ( bool occluders ) #

    Console: render_occluders
    Sets a new value indicating if rendering of occluders is enabled.

    Arguments

    • bool occluders - Set true to enable rendering of occluders; false - to disable it. The default value is true.

    bool isOccluders() const#

    Console: render_occluders
    Returns the current value indicating if rendering of occluders is enabled.

    Return value

    true if rendering of occluders is enabled; otherwise false. The default value is true.

    void setOcclusionQueriesNumFrames ( int frames ) #

    Console: render_occlusion_queries_num_frames
    Sets a new number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (see the setOcclusionQueries() method) is enabled.

    Arguments

    • int frames - The number of frames.
      Range of values: [0, 1024]. The default value is 5.

    int getOcclusionQueriesNumFrames() const#

    Console: render_occlusion_queries_num_frames
    Returns the current number of frames for additional hardware occlusion query test performed before sending data to GPU. Make sure that the additional hardware occlusion query test (see the setOcclusionQueries() method) is enabled.

    Return value

    Current number of frames.
    Range of values: [0, 1024]. The default value is 5.

    void setOcclusionQueries ( bool queries ) #

    Console: render_occlusion_queries
    Sets a new value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

    Arguments

    • bool queries - Set true to enable additional hardware occlusion query test; false - to disable it. The default value is true.

    bool isOcclusionQueries() const#

    Console: render_occlusion_queries
    Returns the current value indicating if additional hardware occlusion query test before sending data to GPU is enabled. This test is performed for all objects with the Culled by occlusion query flag set.

    Return value

    true if additional hardware occlusion query test is enabled; otherwise false. The default value is true.

    void setSkyRotation ( const Math::quat& rotation ) #

    Sets a new sky rotation.

    Arguments

    • const Math::quat& rotation - The sky rotation quaternion.

    Math::quat getSkyRotation() const#

    Returns the current sky rotation.

    Return value

    Current sky rotation quaternion.

    float getEnvironmentSkyIntensity() const#

    Returns the current intensity of the environment sky set for the preset that overlays the other ones. To get the sky intensity for the specific preset, use RenderEnvironmentPreset::getSkyIntensity().
    Source code (C++)
    // get a sky intensity for the preset that overlays the others
    Render::getEnvironmentSkyIntensity();
    // get a sky intensity for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getSkyIntensity();

    Return value

    Current intensity value.

    float getEnvironmentReflectionIntensity() const#

    Returns the current intensity of the environment reflections for the preset that overlays the other ones. 0 value means no environment reflections for the preset. To get the reflection intensity for the specific preset, use RenderEnvironmentPreset::getReflectionIntensity().
    Source code (C++)
    // get a reflection intensity for the preset that overlays the others
    Render::getEnvironmentReflectionIntensity();
    // get a reflection intensity for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getReflectionIntensity();

    Return value

    Current intensity value.

    float getEnvironmentAmbientIntensity() const#

    Returns the current intensity of the environment ambient lighting for the preset that overlays the other ones. 0 value means no environment ambient lighting for the preset. The higher the value, the more ambient lighting affects environment. To get the ambient intensity for the specific preset, use RenderEnvironmentPreset::getAmbientIntensity().
    Source code (C++)
    // get an ambient intensity for the preset that overlays the others
    Render::getEnvironmentAmbientIntensity();
    // get an ambient intensity for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getAmbientIntensity();

    Return value

    Current intensity value.

    float getEnvironmentHazeDensity() const#

    Returns the current haze density set for the preset that overlays the other ones. To get the haze density for the specific preset, use RenderEnvironmentPreset::getHazeDensity().
    Source code (C++)
    // get a haze density for the preset that overlays the others
    Render::getEnvironmentHazeDensity();
    // get a haze density for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getHazeDensity();

    Return value

    Current haze density.

    float getEnvironmentHazeMaxDistance() const#

    Returns the current distance starting at which the haze becomes completely solid, so nothing will be seen behind. To get the haze maximum visibility distance for the specific preset, use RenderEnvironmentPreset::getHazeMaxDistance().
    Source code (C++)
    // get a haze maximum visibility distance for the preset that overlays the others
    Render::getEnvironmentHazeMaxDistance();
    // get a haze maximum visibility distance for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getHazeMaxDistance();

    Return value

    Current maximum visibility distance.

    Math::vec4 getEnvironmentHazeColor() const#

    Returns the current haze color for the preset that overlays the other ones.
    Notice
    This function will return color only if the HAZE_SOLID mode is set via setEnvironmentHazeMode().
    To get the haze color for the specific preset, use RenderEnvironmentPreset::getHazeColor().
    Source code (C++)
    // get a haze color for the preset that overlays the others
    Render::getEnvironmentHazeColor();
    // get a haze color for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getHazeColor();

    Return value

    Current haze color.

    void setEnvironmentCubemapBlendMode ( int mode ) #

    Console: render_environment_cubemap_blend
    Sets a new blending mode for the environment cubemap.

    Arguments

    • int mode - The blending mode. One of the following values:
      • 0 - alpha blend (by default)
      • 1 - additive blend
      • 2 - multiply
      • 3 - overlay

    int getEnvironmentCubemapBlendMode() const#

    Console: render_environment_cubemap_blend
    Returns the current blending mode for the environment cubemap.

    Return value

    Current blending mode. One of the following values:
    • 0 - alpha blend (by default)
    • 1 - additive blend
    • 2 - multiply
    • 3 - overlay

    void setEnvironmentGGXMipmapsQuality ( Render::GGX_MIPMAPS_QUALITY quality ) #

    Console: render_environment_ggx_mipmaps_quality
    Sets a new GGX Mipmap quality mode for environment reflections on rough surfaces. Quality modes differ in the number of rays used to create a reflection on a rough surface.

    Arguments

    • Render::GGX_MIPMAPS_QUALITY quality - The GGX Mipmap quality mode. One of the following values:
      • Low - low quality (by default)
      • Medium - medium quality
      • High - high quality
      • Ultra - ultra quality

    Render::GGX_MIPMAPS_QUALITY getEnvironmentGGXMipmapsQuality() const#

    Console: render_environment_ggx_mipmaps_quality
    Returns the current GGX Mipmap quality mode for environment reflections on rough surfaces. Quality modes differ in the number of rays used to create a reflection on a rough surface.

    Return value

    Current GGX Mipmap quality mode. One of the following values:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

    void setEnvironmentHazeGradient ( int gradient ) #

    Console: render_environment_haze_gradient
    Sets a new environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
    • Short Distance Range — better suitable for near-surface haze
    • Long Distance Range — better suitable for hazy mountains
    • Physically Based — for physically based haze simulation

    Arguments

    • int gradient - The gradient mode. One of the following values:
      • 0 - Short Distance Range (by default)
      • 1 - Long Distance Range
      • 2 - Physically Based

    int getEnvironmentHazeGradient() const#

    Console: render_environment_haze_gradient
    Returns the current environment haze gradient mode. By using this option, you can make the haze look more realistic for a specific distance range.
    • Short Distance Range — better suitable for near-surface haze
    • Long Distance Range — better suitable for hazy mountains
    • Physically Based — for physically based haze simulation

    Return value

    Current gradient mode. One of the following values:
    • 0 - Short Distance Range (by default)
    • 1 - Long Distance Range
    • 2 - Physically Based

    void setEnvironmentHazeMode ( int mode ) #

    Console: render_environment_haze
    Sets a new mode for the haze effect.
    • If Disabled, no haze is applied.
    • The Solid mode uses the solid color from the Color parameter.
    • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

    Arguments

    • int mode - The haze mode: one of the HAZE_* variables. One of the following values:
      • 0 - haze disabled
      • 1 - haze colored the specific color
      • 2 - haze colored in accordance with the sky LUT (by default)

    int getEnvironmentHazeMode() const#

    Console: render_environment_haze
    Returns the current mode for the haze effect.
    • If Disabled, no haze is applied.
    • The Solid mode uses the solid color from the Color parameter.
    • The Scattering mode uses the color from the sky LUTs is blended with the Color parameter. This value is recommended for better realism: objects will smoothly fade into the distance.

    Return value

    Current haze mode: one of the HAZE_* variables. One of the following values:
    • 0 - haze disabled
    • 1 - haze colored the specific color
    • 2 - haze colored in accordance with the sky LUT (by default)

    void setEnvironment ( bool environment ) #

    Console: render_environment
    Sets a new value indicating if rendering of environment of the scene is enabled.

    Arguments

    • bool environment - Set true to enable rendering of environment; false - to disable it. The default value is true.

    bool isEnvironment() const#

    Console: render_environment
    Returns the current value indicating if rendering of environment of the scene is enabled.

    Return value

    true if rendering of environment is enabled; otherwise false. The default value is true.

    void setColorCorrectionLUTPath ( const char * lutpath ) #

    Sets a new name of a new color transformation texture (LUT).

    Arguments

    • const char * lutpath - The name of the file with the texture. If NULL (0) is passed, the texture is cleared.

    const char * getColorCorrectionLUTPath() const#

    Returns the current name of a new color transformation texture (LUT).

    Return value

    Current name of the file with the texture. If NULL (0) is passed, the texture is cleared.

    void setColorCorrectionWhite ( const Math::vec4& white ) #

    Console: color_correction_white
    Sets a new white balance of the scene.

    Arguments

    • const Math::vec4& white - The white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
      vec4_zero - default value (black)

    Math::vec4 getColorCorrectionWhite() const#

    Console: color_correction_white
    Returns the current white balance of the scene.

    Return value

    Current white balance. The provided value is saturated in the range [vec4_epsilon;vec4_one].
    vec4_zero - default value (black)

    void setColorCorrectionGamma ( float gamma ) #

    Console: color_correction_gamma
    Sets a new Gamma correction value for the scene.

    Arguments

    • float gamma - The Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
      Range of values: [0.5f, 1.5f]. The default value is 1.0f.

    float getColorCorrectionGamma() const#

    Console: color_correction_gamma
    Returns the current Gamma correction value for the scene.

    Return value

    Current Gamma value. The provided value is saturated in the range [0.5f; 1.5f].
    Range of values: [0.5f, 1.5f]. The default value is 1.0f.

    Ptr<TextureRamp> getColorCorrectionRamp() const#

    Returns the current Color Correction ramp texture of the scene. An instance of the TextureRamp class with 4 channels:

    Return value

    Current TextureRamp instance

    void setColorCorrectionSaturation ( const Palette& saturation ) #

    Console: color_correction_saturation
    Sets a new saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

    Arguments

    • Palette saturation - The color values in a Palette structure.
      (1,1,1,1,1,1,1,1,1,1,1,1) - default value

    Palette getColorCorrectionSaturation() const#

    Console: color_correction_saturation
    Returns the current saturation adjustment values for the scene.List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

    Return value

    Current color values in a Palette structure.
    (1,1,1,1,1,1,1,1,1,1,1,1) - default value

    void setColorCorrectionHueShift ( const Palette& shift ) #

    Console: color_correction_hue_shift
    Sets a new hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

    Arguments

    • Palette shift - The color values in a Palette structure.
      (0,0,0,0,0,0,0,0,0,0,0,0) - default value

    Palette getColorCorrectionHueShift() const#

    Console: color_correction_hue_shift
    Returns the current hue adjustment values for the scene. List of palette colors: 0 - Red, 1 - Orange, 2 - Yellow, 3 - Chartreuse, 4 - Green, 5 - Spring green, 6 - Cyan, 7 - Azure, 8 - Blue, 9 - Violet, 10 - Magenta, 11 - Rose.

    Return value

    Current color values in a Palette structure.
    (0,0,0,0,0,0,0,0,0,0,0,0) - default value

    void setColorCorrectionContrast ( float contrast ) #

    Console: color_correction_contrast
    Sets a new overall contrast value for the scene.

    Arguments

    • float contrast - The contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
      Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

    float getColorCorrectionContrast() const#

    Console: color_correction_contrast
    Returns the current overall contrast value for the scene.

    Return value

    Current contrast value. The provided value is saturated in the range [-1.0f; 1.0f].
    Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

    void setColorCorrectionBrightness ( float brightness ) #

    Console: color_correction_brightness
    Sets a new overall brightness value for the scene.

    Arguments

    • float brightness - The brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
      Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

    float getColorCorrectionBrightness() const#

    Console: color_correction_brightness
    Returns the current overall brightness value for the scene.

    Return value

    Current brightness value. The provided value is saturated in the range [-1.0f; 1.0f].
    Range of values: [-1.0f, 1.0f]. The default value is 0.0f.

    void setColorCorrectionPreserveSaturation ( bool saturation ) #

    Console: color_correction_preserve_saturation
    Sets a new value indicating if initial scene color saturation is to be preserved after applying color correction.

    Arguments

    • bool saturation - Set true to enable preserving initial scene color saturation; false - to disable it. The default value is false.

    bool isColorCorrectionPreserveSaturation() const#

    Console: color_correction_preserve_saturation
    Returns the current value indicating if initial scene color saturation is to be preserved after applying color correction.

    Return value

    true if preserving initial scene color saturation is enabled; otherwise false. The default value is false.

    void setFadeColor ( const Math::vec4& color ) #

    Console: render_fade_color
    Sets a new fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
    • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
    • vec4(0.5,0.5,0.5,1) - light colors on the screen.
    • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
    • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
    • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
    • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

    Arguments

    • const Math::vec4& color - The fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
      vec4_zero - default value (white)

    Math::vec4 getFadeColor() const#

    Console: render_fade_color
    Returns the current fade color for the scene on the screen. By gradually changing this value it is possible to create "fade in" and "fade out" effects depending on the w component of the given vector. For example, when the following vectors are passed the result will be:
    • vec4(1,1,1,1) - a fully white screen. Positive w results in additive blending.
    • vec4(0.5,0.5,0.5,1) - light colors on the screen.
    • vec4(1,0,0,1) - R channel for all screen colors is to its maximum; G and B without changes.
    • vec4(0,0,0,0) - there is no fading (no color alterations are done to the screen).
    • vec4(1,1,1,-1) - a fully black screen. Negative w results in scene colors * (1 - RGB), where RGB is the first three components of the passed vector.
    • vec4(0.5,0.5,0.5,-1) - dark colors on the screen.

    Return value

    Current fade color for the scene on the screen. The provided vector represents RGB channel values (first three components) and a fading coefficient (w component). All components are saturated in the range [-1; 1].
    vec4_zero - default value (white)

    void setBackgroundColor ( const Math::vec4& color ) #

    Console: render_background_color
    Sets a new background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

    Arguments

    • const Math::vec4& color - The color vector.
      vec4_one - default value (white)

    Math::vec4 getBackgroundColor() const#

    Console: render_background_color
    Returns the current background color vector. The Alpha channel of this color sets background transparency: lower alpha channel values produce darker background color. This parameter allows creating colored transparent background instead of rendering an environment cubemap. However, if the environment cubemap is rendered, the background color will always be rendered over the environment.

    Return value

    Current color vector.
    vec4_one - default value (white)

    void setWireframeColor ( const Math::vec4& color ) #

    Console: render_wireframe_color
    Sets a new color of the wireframe.

    Arguments

    • const Math::vec4& color - The color vector.
      vec4_one - default value (white)

    Math::vec4 getWireframeColor() const#

    Console: render_wireframe_color
    Returns the current color of the wireframe.

    Return value

    Current color vector.
    vec4_one - default value (white)

    void setLensDispersion ( const Math::vec3& dispersion ) #

    Console: render_lens_dispersion
    Sets a new color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • const Math::vec3& dispersion - The lens dispersion displacement per channel.
      vec3_one - default value

    Math::vec3 getLensDispersion() const#

    Console: render_lens_dispersion
    Returns the current color displacement for red, green, and blue channels of the lens flares. Can be used to create light dispersion (chromatic aberrations). If a negative value is set for a channel, 0 will be used instead. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current lens dispersion displacement per channel.
    vec3_one - default value

    void setLensColor ( const Math::vec4& color ) #

    Console: render_lens_color
    Sets a new color of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • const Math::vec4& color - The color vector.
      vec4_one - default value (white)

    Math::vec4 getLensColor() const#

    Console: render_lens_color
    Returns the current color of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current color vector.
    vec4_one - default value (white)

    void setLensThreshold ( float threshold ) #

    Console: render_lens_threshold
    Sets a new value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • float threshold - The threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getLensThreshold() const#

    Console: render_lens_threshold
    Returns the current value of the brightness threshold for areas to produce lens flares. The higher the threshold value, the brighter the area should be to produce flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setLensRadius ( float radius ) #

    Console: render_lens_radius
    Sets a new radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • float radius - The radius.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getLensRadius() const#

    Console: render_lens_radius
    Returns the current radius of the spherical lens flares on the screen. 1.0f corresponds to a screen-wide radius (a lens flare is not visible). To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current radius.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setLensLength ( float length ) #

    Console: render_lens_length
    Sets a new length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • float length - The length value.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getLensLength() const#

    Console: render_lens_length
    Returns the current length of the radial lens flare indicating if the whole radial lens flare is rendered on the screen or only a part of it. This option controls how lens flares pattern is distributed. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current length value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setLensScale ( float scale ) #

    Console: render_lens_scale
    Sets a new multiplier for color (see the setLensColor() method) of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Arguments

    • float scale - The color scale.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getLensScale() const#

    Console: render_lens_scale
    Returns the current multiplier for color (see the setLensColor() method) of HDR lens flares. To use this option, rendering of lens flares (see the setLens() method) should be enabled.

    Return value

    Current color scale.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setLens ( bool lens ) #

    Console: render_lens
    Sets a new value indicating if lens flares are enabled.

    Arguments

    • bool lens - Set true to enable lens flares effect.; false - to disable it. The default value is false.

    bool isLens() const#

    Console: render_lens
    Returns the current value indicating if lens flares are enabled.

    Return value

    true if lens flares effect. is enabled; otherwise false. The default value is false.

    void setScreenSpaceShadowShaftsMode ( int mode ) #

    Console: render_screen_space_shadow_shafts_mode
    Sets a new rendering mode for volumetric screen-space shadow shafts. Shadow shafts (aka light shafts) can be generated in screen space for the Sun and the Moon to simulate the real world effect of crepuscular rays, or atmospheric shadowing of atmospheric in-scattering. These rays add depth and realism to any scene.
    Notice
    • This effect works for opaque geometry only.
    • It is recommended to use Screen-Space Shadow Shafts with relatively thick haze for visual consistency.
    • Disable this effect for indoor scenes as only world light sources are supported.

    Arguments

    • int mode - The rendering mode for volumetric screen-space shadow shafts One of the following values:
      • 0 - Disabled
      • 1 - Sun shadow shafts (by default)
      • 2 - Moon shadow shafts
      • 3 - Sun and Moon shadow shafts

    int getScreenSpaceShadowShaftsMode() const#

    Console: render_screen_space_shadow_shafts_mode
    Returns the current rendering mode for volumetric screen-space shadow shafts. Shadow shafts (aka light shafts) can be generated in screen space for the Sun and the Moon to simulate the real world effect of crepuscular rays, or atmospheric shadowing of atmospheric in-scattering. These rays add depth and realism to any scene.
    Notice
    • This effect works for opaque geometry only.
    • It is recommended to use Screen-Space Shadow Shafts with relatively thick haze for visual consistency.
    • Disable this effect for indoor scenes as only world light sources are supported.

    Return value

    Current rendering mode for volumetric screen-space shadow shafts One of the following values:
    • 0 - Disabled
    • 1 - Sun shadow shafts (by default)
    • 2 - Moon shadow shafts
    • 3 - Sun and Moon shadow shafts

    void setScreenSpaceShadowShaftsLength ( float length ) #

    Console: render_screen_space_shadow_shafts_length
    Sets a new length of volumetric screen-space shadow shafts.

    Arguments

    • float length - The length value.
      Range of values: [0.0f, 100.0f]. The default value is 3.0f.

    float getScreenSpaceShadowShaftsLength() const#

    Console: render_screen_space_shadow_shafts_length
    Returns the current length of volumetric screen-space shadow shafts.

    Return value

    Current length value.
    Range of values: [0.0f, 100.0f]. The default value is 3.0f.

    void setScreenSpaceShadowShaftsQuality ( int quality ) #

    Console: render_screen_space_shadow_shafts_quality
    Sets a new quality of screen-space shadow shafts. Defines the number of steps to be used when generating the texture for this effect. Lower quality values may result in noticeable banding effect especially in case of long shadow shafts. Medium quality is usually enough, but you can increase it if shafts are long enough and banding effect becomes noticeable.

    Arguments

    • int quality - The quality of screen-space shadows. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality

    int getScreenSpaceShadowShaftsQuality() const#

    Console: render_screen_space_shadow_shafts_quality
    Returns the current quality of screen-space shadow shafts. Defines the number of steps to be used when generating the texture for this effect. Lower quality values may result in noticeable banding effect especially in case of long shadow shafts. Medium quality is usually enough, but you can increase it if shafts are long enough and banding effect becomes noticeable.

    Return value

    Current quality of screen-space shadows. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality

    void setScreenSpaceShadowShaftsResolution ( int resolution ) #

    Console: render_screen_space_shadow_shafts_resolution
    Sets a new resolution of the texture to which screen-space shadows are rendered.

    Arguments

    • int resolution - The resolution of the texture used for screen-space shadows rendering. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution

    int getScreenSpaceShadowShaftsResolution() const#

    Console: render_screen_space_shadow_shafts_resolution
    Returns the current resolution of the texture to which screen-space shadows are rendered.

    Return value

    Current resolution of the texture used for screen-space shadows rendering. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

    void setCrossColor ( const Math::vec4& color ) #

    Console: render_cross_color
    Sets a new color of the cross flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • const Math::vec4& color - The color of cross flares.
      vec4_one - default value (white)

    Math::vec4 getCrossColor() const#

    Console: render_cross_color
    Returns the current color of the cross flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current color of cross flares.
    vec4_one - default value (white)

    void setCrossThreshold ( float threshold ) #

    Console: render_cross_threshold
    Sets a new brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • float threshold - The threshold value.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getCrossThreshold() const#

    Console: render_cross_threshold
    Returns the current brightness threshold for areas to produce flare. The higher the threshold value, the brighter the area should be to produce a flare. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current threshold value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setCrossAngle ( float angle ) #

    Console: render_cross_angle
    Sets a new cross flares orientation angle. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • float angle - The angle, in degrees.
      Range of values: [-inf, inf]. The default value is 45.0f.

    float getCrossAngle() const#

    Console: render_cross_angle
    Returns the current cross flares orientation angle. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current angle, in degrees.
    Range of values: [-inf, inf]. The default value is 45.0f.

    void setCrossScale ( float scale ) #

    Console: render_cross_scale
    Sets a new color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • float scale - The
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getCrossScale() const#

    Console: render_cross_scale
    Returns the current color multiplier.cross color scale — a multiplier for the color of cross flares. Higher values produce more pronounced flares. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setCrossLength ( float length ) #

    Console: render_cross_length
    Sets a new length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • float length - The length value.
      Range of values: [0.0f, 2.0f]. The default value is 0.2f.

    float getCrossLength() const#

    Console: render_cross_length
    Returns the current length of a cross flare relative to the screen width. Increasing this value also leads to fading of the shafts across their length. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current length value.
    Range of values: [0.0f, 2.0f]. The default value is 0.2f.

    void setCrossShafts ( int shafts ) #

    Console: render_cross_shafts
    Sets a new number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Arguments

    • int shafts - The number of cross flares.
      Range of values: [2, 32]. The default value is 4.

    int getCrossShafts() const#

    Console: render_cross_shafts
    Returns the current number of shafts in a cross flare. High number of flares can cause a FPS drop on low-performance hardware. To use this option, rendering of cross flares (see the setCross() method) should be enabled.

    Return value

    Current number of cross flares.
    Range of values: [2, 32]. The default value is 4.

    void setCross ( bool cross ) #

    Console: render_cross
    Sets a new value indicating if cross flares are enabled.

    Arguments

    • bool cross - Set true to enable cross flares effect; false - to disable it. The default value is false.

    bool isCross() const#

    Console: render_cross
    Returns the current value indicating if cross flares are enabled.

    Return value

    true if cross flares effect is enabled; otherwise false. The default value is false.

    void setFilmicSaturationRecovery ( float recovery ) #

    Console: render_filmic_saturation_recovery
    Sets a new color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
    • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
    • 1.0f - color saturation is recovered to the full extent.
    Notice
    When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

    Arguments

    • float recovery - The color saturation recovery value.
      Range of values: [0.0f, 1.0f]. The default value is 0.75f.

    float getFilmicSaturationRecovery() const#

    Console: render_filmic_saturation_recovery
    Returns the current color saturation recovery value for the filmic tonemapper. Filmic tonemapper desaturates image colors in bright areas making them look grayish. This parameter enables you to recover initial color saturation in such areas. Higher values make colors more saturated:
    • 0.0f - standard filmic tonemapping, no saturation recovery is performed.
    • 1.0f - color saturation is recovered to the full extent.
    Notice
    When the 1.0f value is set specular highlights appear too saturated, so the recommended value is 0.75f (default)

    Return value

    Current color saturation recovery value.
    Range of values: [0.0f, 1.0f]. The default value is 0.75f.

    void setFilmicWhiteLevel ( float level ) #

    Console: render_filmic_white_level
    Sets a new Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

    Arguments

    • float level - The Linear White Point value.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getFilmicWhiteLevel() const#

    Console: render_filmic_white_level
    Returns the current Linear White Point tonemapping parameter value, which is mapped as pure white in the resulting image.

    Return value

    Current Linear White Point value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setFilmicToeDenominator ( float denominator ) #

    Console: render_filmic_toe_denominator
    Sets a new Toe Denominator tonemapping parameter value.

    Arguments

    • float denominator - The Toe Denominator value.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getFilmicToeDenominator() const#

    Console: render_filmic_toe_denominator
    Returns the current Toe Denominator tonemapping parameter value.

    Return value

    Current Toe Denominator value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setFilmicToeNumerator ( float numerator ) #

    Console: render_filmic_toe_numerator
    Sets a new Toe Numerator tonemapping parameter value.

    Arguments

    • float numerator - The Toe Numerator value.
      Range of values: [0.0f, 1.0f]. The default value is 0.01f.

    float getFilmicToeNumerator() const#

    Console: render_filmic_toe_numerator
    Returns the current Toe Numerator tonemapping parameter value.

    Return value

    Current Toe Numerator value.
    Range of values: [0.0f, 1.0f]. The default value is 0.01f.

    void setFilmicToeScale ( float scale ) #

    Console: render_filmic_toe_scale
    Sets a new Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

    Arguments

    • float scale - The Toe scale value.
      Range of values: [0.0f, 1.0f]. The default value is 0.2f.

    float getFilmicToeScale() const#

    Console: render_filmic_toe_scale
    Returns the current Toe Scale tonemapping parameter value that is used to change dark values. The Toe Scale controls the slope of the tone mapping curve toe (the area of underexposure).

    Return value

    Current Toe scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

    void setFilmicLinearAngle ( float angle ) #

    Console: render_filmic_linear_angle
    Sets a new Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

    Arguments

    • float angle - The Linear Angle value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getFilmicLinearAngle() const#

    Console: render_filmic_linear_angle
    Returns the current Linear Angle tone mapping parameter value. This parameter controls the slope of the linear part of the tone mapping curve.

    Return value

    Current Linear Angle value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setFilmicLinearScale ( float scale ) #

    Console: render_filmic_linear_scale
    Sets a new Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

    Arguments

    • float scale - The Linear Scale value.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getFilmicLinearScale() const#

    Console: render_filmic_linear_scale
    Returns the current Linear Strength tone mapping parameter value that is used to change gray values. The Linear Scale controls the length of the tone mapping curve linear part.

    Return value

    Current Linear Scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setFilmicShoulderScale ( float scale ) #

    Console: render_filmic_shoulder_scale
    Sets a new Shoulder Strength tonemapping parameter value that is used to change bright values.

    Arguments

    • float scale - The Shoulder Scale value.
      Range of values: [0.0f, 1.0f]. The default value is 0.2f.

    float getFilmicShoulderScale() const#

    Console: render_filmic_shoulder_scale
    Returns the current Shoulder Strength tonemapping parameter value that is used to change bright values.

    Return value

    Current Shoulder Scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.2f.

    void setBloomPower ( float power ) #

    Console: render_bloom_power
    Sets a new power of the Bloom effect.
    • 0.0f (min) - the Bloom effect is blurred.
    • 1.0f (max) - the Bloom effect is more contrast.

    Arguments

    • float power - The Bloom power value.
      Range of values: [0.0f, 1.0f]. The default value is 0.7f.

    float getBloomPower() const#

    Console: render_bloom_power
    Returns the current power of the Bloom effect.
    • 0.0f (min) - the Bloom effect is blurred.
    • 1.0f (max) - the Bloom effect is more contrast.

    Return value

    Current Bloom power value.
    Range of values: [0.0f, 1.0f]. The default value is 0.7f.

    void setBloomScale ( float scale ) #

    Console: render_bloom_scale
    Sets a new scale of the Bloom effect.

    Arguments

    • float scale - The Bloom scale value.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getBloomScale() const#

    Console: render_bloom_scale
    Returns the current scale of the Bloom effect.

    Return value

    Current Bloom scale value.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setBloomPasses ( int passes ) #

    Console: render_bloom_passes
    Sets a new number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
    Notice
    The higher the value, the smoother the effect is. However, this option significantly affects performance.

    Arguments

    • int passes - The number of bloom passes.
      Range of values: [2, 8]. The default value is 6.

    int getBloomPasses() const#

    Console: render_bloom_passes
    Returns the current number of passes for the bloom effect. During the pass a Bloom texture is generating. Up to 8 Bloom textures can be generated: each texture has lower resolution (original size, original size /2, original size /4, so forth) with Bloom effect. After that, all these Bloom textures with the different resolution form the final Bloom texture.
    Notice
    The higher the value, the smoother the effect is. However, this option significantly affects performance.

    Return value

    Current number of bloom passes.
    Range of values: [2, 8]. The default value is 6.

    void setBloomResolution ( int resolution ) #

    Console: render_bloom_resolution
    Sets a new resolution of the Bloom effect.

    Arguments

    • int resolution - The resolution. One of the following values:
      • 0 - quarter
      • 1 - half
      • 2 - full (by default)

    int getBloomResolution() const#

    Console: render_bloom_resolution
    Returns the current resolution of the Bloom effect.

    Return value

    Current resolution. One of the following values:
    • 0 - quarter
    • 1 - half
    • 2 - full (by default)

    void setBloom ( bool bloom ) #

    Console: render_bloom
    Sets a new value indicating if the Bloom effect is enabled.

    Arguments

    • bool bloom - Set true to enable Bloom effect; false - to disable it. The default value is false.

    bool isBloom() const#

    Console: render_bloom
    Returns the current value indicating if the Bloom effect is enabled.

    Return value

    true if Bloom effect is enabled; otherwise false. The default value is false.

    void setDOFNearFocalOffset ( float offset ) #

    Console: render_dof_near_focal_offset
    Sets a new offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

    Arguments

    • float offset - The near focal offset for DoF (Depth Of Field), in units.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getDOFNearFocalOffset() const#

    Console: render_dof_near_focal_offset
    Returns the current offset from the focal to the nearest blurred zone. In other words, the distance when foreground (near) is in focus.

    Return value

    Current near focal offset for DoF (Depth Of Field), in units.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setDOFNearDistance ( float distance ) #

    Console: render_dof_near_distance
    Sets a new near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

    Arguments

    • float distance - The near DOF limit value, in units.
      Range of values: [0.0f, inf]. The default value is 10.0f.

    float getDOFNearDistance() const#

    Console: render_dof_near_distance
    Returns the current near DOF limit of the camera: the distance between the camera and the first element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

    Return value

    Current near DOF limit value, in units.
    Range of values: [0.0f, inf]. The default value is 10.0f.

    void setDOFFarFocalOffset ( float offset ) #

    Console: render_dof_far_focal_offset
    Sets a new Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

    Arguments

    • float offset - The far focal offset for DoF (Depth Of Field), in units.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getDOFFarFocalOffset() const#

    Console: render_dof_far_focal_offset
    Returns the current Sets the offset from the focal to the farthest blurred zone for the DOF effect. In other words, the distance when background (far) is in focus.

    Return value

    Current far focal offset for DoF (Depth Of Field), in units.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setDOFFarDistance ( float distance ) #

    Console: render_dof_far_distance
    Sets a new far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

    Arguments

    • float distance - The far DoF limit value, in units.
      Range of values: [0.0f, inf]. The default value is 10.0f.

    float getDOFFarDistance() const#

    Console: render_dof_far_distance
    Returns the current far DOF limit of the camera: the distance between the camera and the furthest element that is considered to be acceptably sharp. Black zone on the DOF mask means in-focus zone.

    Return value

    Current far DoF limit value, in units.
    Range of values: [0.0f, inf]. The default value is 10.0f.

    void setDOFBlur ( float dofblur ) #

    Console: render_dof_blur
    Sets a new intensity of blur for the DOF (Depth Of Field) effect.

    Arguments

    • float dofblur - The DOF blur intensity value.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getDOFBlur() const#

    Console: render_dof_blur
    Returns the current intensity of blur for the DOF (Depth Of Field) effect.

    Return value

    Current DOF blur intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setDOFChromaticAberration ( float aberration ) #

    Console: render_dof_chromatic_aberration
    Sets a new intensity of chromatic aberration for the DOF (Depth Of Field) effect.

    Arguments

    • float aberration - The DOF chromatic aberration intensity value.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getDOFChromaticAberration() const#

    Console: render_dof_chromatic_aberration
    Returns the current intensity of chromatic aberration for the DOF (Depth Of Field) effect.

    Return value

    Current DOF chromatic aberration intensity value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setDOFFocalDistance ( float distance ) #

    Console: render_dof_focal_distance
    Sets a new focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

    Arguments

    • float distance - The focal distance, in units.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getDOFFocalDistance() const#

    Console: render_dof_focal_distance
    Returns the current focal distance of the camera, i.e. a point where objects are in-focus and visible clearly.

    Return value

    Current focal distance, in units.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setDOFBokehMode ( int mode ) #

    Console: render_dof_bokeh_mode
    Sets a new shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
    Notice
    For the DOF effect, the Bokeh effect is enabled by default.

    Arguments

    • int mode - The DOF Bokeh shape. One of the following values:
      • 0 - ring (by default)
      • 1 - circle

    int getDOFBokehMode() const#

    Console: render_dof_bokeh_mode
    Returns the current shape of the Bokeh for the DOF effect. This parameter determines the way the lens renders out-of-focus points of light.
    Notice
    For the DOF effect, the Bokeh effect is enabled by default.

    Return value

    Current DOF Bokeh shape. One of the following values:
    • 0 - ring (by default)
    • 1 - circle

    void setDOFResolution ( int dofresolution ) #

    Console: render_dof_resolution
    Sets a new resolution of the DOF (Depth Of Field) effect.

    Arguments

    • int dofresolution - The DOF resolution. One of the following values:
      • 0 - quarter
      • 1 - half
      • 2 - full (by default)
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getDOFResolution() const#

    Console: render_dof_resolution
    Returns the current resolution of the DOF (Depth Of Field) effect.

    Return value

    Current DOF resolution. One of the following values:
    • 0 - quarter
    • 1 - half
    • 2 - full (by default)
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDOFQuality ( int dofquality ) #

    Console: render_dof_quality
    Sets a new quality of the DOF (Depth Of Field) effect.

    Arguments

    • int dofquality - The DOF quality. One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getDOFQuality() const#

    Console: render_dof_quality
    Returns the current quality of the DOF (Depth Of Field) effect.

    Return value

    Current DOF quality. One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDOFFocusImprovement ( bool improvement ) #

    Console: render_dof_focus_improvement
    Sets a new value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

    Arguments

    • bool improvement - Set true to enable focus improvement for the DOF effect; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isDOFFocusImprovement() const#

    Console: render_dof_focus_improvement
    Returns the current value indicating if the focus improvement option is enabled for the DOF (Depth Of Field) effect. When enabled, transitions between the focused and unfocused parts of the scene become more accurate.

    Return value

    true if focus improvement for the DOF effect is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDOFIncreasedAccuracy ( bool accuracy ) #

    Console: render_dof_increased_accuracy
    Sets a new value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.

    Arguments

    • bool accuracy - Set true to enable increased accuracy for the DOF effect; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isDOFIncreasedAccuracy() const#

    Console: render_dof_increased_accuracy
    Returns the current value indicating if the increased accuracy option is enabled for the DOF (Depth Of Field) effect. When enabled, focusing calculation is performed with increased accuracy.

    Return value

    true if increased accuracy for the DOF effect is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDOFPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDOF ( bool dof ) #

    Console: render_dof
    Sets a new value indicating if the DOF (Depth Of Field) effect is enabled.

    Arguments

    • bool dof - Set true to enable Gaussian blur DOF (Depth Of Field) effect; false - to disable it. The default value is false.

    bool isDOF() const#

    Console: render_dof
    Returns the current value indicating if the DOF (Depth Of Field) effect is enabled.

    Return value

    true if Gaussian blur DOF (Depth Of Field) effect is enabled; otherwise false. The default value is false.

    void setMotionBlurNumSteps ( int steps ) #

    Console: render_motion_blur_num_steps
    Sets a new number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Arguments

    • int steps - The number of steps
      Range of values: [2, 64]. The default value is 8.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getMotionBlurNumSteps() const#

    Console: render_motion_blur_num_steps
    Returns the current number of steps used in the motion blur. The higher the value, the more correct the motion blur effect is. At low values, moving objects may look doubled, however, performance will increase. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Return value

    Current number of steps
    Range of values: [2, 64]. The default value is 8.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurNoiseIntensity ( float intensity ) #

    Console: render_motion_blur_noise_intensity
    Sets a new intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Arguments

    • float intensity - The noise intensity
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurNoiseIntensity() const#

    Console: render_motion_blur_noise_intensity
    Returns the current intensity of the noise used in the motion blur. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Return value

    Current noise intensity
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurMaxVelocity ( float velocity ) #

    Console: render_motion_blur_max_velocity
    Sets a new maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

    This parameter should be used:

    • To avoid excessive blurring of fast moving objects.
    • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
    To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Arguments

    • float velocity - The maximum scaled velocity of moving physical bodies used for the motion blur effect.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurMaxVelocity() const#

    Console: render_motion_blur_max_velocity
    Returns the current maximum possible amount of motion blur for moving physical objects. When their body velocity exceeds the set value, they will be blurred as if they have the maximum velocity set by the parameter.

    This parameter should be used:

    • To avoid excessive blurring of fast moving objects.
    • To save performance, as increasing the object's velocity leads increasing the radius of the motion blur effect that drops performance at too high values.
    To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Return value

    Current maximum scaled velocity of moving physical bodies used for the motion blur effect.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurVelocityScale ( float scale ) #

    Console: render_motion_blur_velocity_scale
    Sets a new scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Arguments

    • float scale - The scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurVelocityScale() const#

    Console: render_motion_blur_velocity_scale
    Returns the current scale value of bodies' linear and angular velocities used for the motion blur. The higher the value, the more blurred the objects will appear when moving. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.

    Return value

    Current scale of bodies' linear and angular velocities used for the motion blur (if a negative value is provided, 0 will be used instead).
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurCameraVelocity ( bool velocity ) #

    Console: render_motion_blur_camera_velocity
    Sets a new value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Arguments

    • bool velocity - Set true to enable taking camera velocity into account in the motion blur effect; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isMotionBlurCameraVelocity() const#

    Console: render_motion_blur_camera_velocity
    Returns the current value indicating if camera velocity contributes to the motion blur effect (false to take into account velocities of objects only). To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Return value

    true if taking camera velocity into account in the motion blur effect is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurDepthThresholdFar ( float far ) #

    Console: render_motion_blur_depth_threshold_far
    Sets a new value defining if the blur effect is applied to the background object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the background object. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Arguments

    • float far - The value defining if the blur effect is applied to the background object
      Range of values: [0.0f, inf]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurDepthThresholdFar() const#

    Console: render_motion_blur_depth_threshold_far
    Returns the current value defining if the blur effect is applied to the background object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the background object. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Return value

    Current value defining if the blur effect is applied to the background object
    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurDepthThresholdNear ( float near ) #

    Console: render_motion_blur_depth_threshold_near
    Sets a new value defining if the blur effect is applied to the foreground object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the foreground object. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Arguments

    • float near - The value defining if the blur effect is applied to the foreground object
      Range of values: [0.0f, inf]. The default value is 0.2f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurDepthThresholdNear() const#

    Console: render_motion_blur_depth_threshold_near
    Returns the current value defining if the blur effect is applied to the foreground object. If the distance between the foreground object and the background object is less than this threshold value, the motion blur effect won't be applied to the foreground object. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Return value

    Current value defining if the blur effect is applied to the foreground object
    Range of values: [0.0f, inf]. The default value is 0.2f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurVelocityBlurRadius ( float radius ) #

    Console: render_motion_blur_velocity_blur_radius
    Sets a new radius of the motion blur effect for the boundary between moving and static objects.

    Arguments

    • float radius - The radius of the motion blur effect
      Range of values: [0.0f, inf]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getMotionBlurVelocityBlurRadius() const#

    Console: render_motion_blur_velocity_blur_radius
    Returns the current radius of the motion blur effect for the boundary between moving and static objects.

    Return value

    Current radius of the motion blur effect
    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlurVelocityBlurSamples ( int samples ) #

    Console: render_motion_blur_velocity_blur_samples
    Sets a new number of iterations performed to blur the border between moving and static objects. Higher values ensure a higher quality of blurring, but affect the performance. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Arguments

    • int samples - The number of iterations for blurring
      Range of values: [0, 512]. The default value is 32.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getMotionBlurVelocityBlurSamples() const#

    Console: render_motion_blur_velocity_blur_samples
    Returns the current number of iterations performed to blur the border between moving and static objects. Higher values ensure a higher quality of blurring, but affect the performance. To use this option, rendering of the motion blur effect (see the setMotionBlur() method) should be enabled.
    Notice
    Disabled in VR mode by default.

    Return value

    Current number of iterations for blurring
    Range of values: [0, 512]. The default value is 32.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setMotionBlurPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setMotionBlur ( bool blur ) #

    Console: render_motion_blur
    Sets a new value indicating if the motion blur effect is enabled.

    Arguments

    • bool blur - Set true to enable motion blur effect; false - to disable it. The default value is true.

    bool isMotionBlur() const#

    Console: render_motion_blur
    Returns the current value indicating if the motion blur effect is enabled.

    Return value

    true if motion blur effect is enabled; otherwise false. The default value is true.

    void setWhiteBalanceAdaptationTime ( float time ) #

    Console: render_white_balance_adaptation_time
    Sets a new time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
    Notice
    It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (see the setExposureAdaptation() method).

    Arguments

    • float time - The time period, in seconds.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getWhiteBalanceAdaptationTime() const#

    Console: render_white_balance_adaptation_time
    Returns the current time period set for the camera to adjust white balance. During this time white balance correction is performed (0.0f - instant correction is to be used).
    Notice
    It is recommended to use lower values, when possible, to make correction process unnoticeable, otherwise it'll be slow and will catch user's eye. However, setting too low values may result in abrupt switching of colors as the camera moves. So, adjust this parameter carefully to make transition smoooth. You can set it equal to the Exposure Adaptation value (see the setExposureAdaptation() method).

    Return value

    Current time period, in seconds.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setWhiteBalanceIntensity ( float intensity ) #

    Console: render_white_balance_intensity
    Sets a new value of white balance correction intensity.
    • 0.0f - no white balance correction is performed.
    • higher values result in stronger correction.
    Notice
    Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

    Arguments

    • float intensity - The white balance correction intensity.
      • 0.0f - no white balance correction is performed.
      • higher values result in stronger correction.

      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getWhiteBalanceIntensity() const#

    Console: render_white_balance_intensity
    Returns the current value of white balance correction intensity.
    • 0.0f - no white balance correction is performed.
    • higher values result in stronger correction.
    Notice
    Do not set too high values for night-time and dimly lit scenes, as it may lead to heavy color distortion making the scene look totally unnatural.

    Return value

    Current white balance correction intensity.
    • 0.0f - no white balance correction is performed.
    • higher values result in stronger correction.

    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setWhiteBalance ( bool balance ) #

    Console: render_white_balance
    Sets a new value indicating if automatic white balance correction is enabled.

    Arguments

    • bool balance - Set true to enable automatic white balance correction; false - to disable it. The default value is true.

    bool isWhiteBalance() const#

    Console: render_white_balance
    Returns the current value indicating if automatic white balance correction is enabled.

    Return value

    true if automatic white balance correction is enabled; otherwise false. The default value is true.

    void setExposureMaxLuminance ( float luminance ) #

    Sets a new maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
    Notice
    If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

    Arguments

    • float luminance - The maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

    float getExposureMaxLuminance() const#

    Returns the current maximum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the lower the value, the brighter the adapted image will be. The parameter can take on negative values.
    Notice
    If the specified value is less than the current minimum luminance, the minimum luminance value will be changed to the specified maximum luminance so that they are equal.

    Return value

    Current maximum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

    void setExposureMinLuminance ( float luminance ) #

    Sets a new minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
    Notice
    If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

    Arguments

    • float luminance - The minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

    float getExposureMinLuminance() const#

    Returns the current minimum luminance offset relative to the default luminance of the scene used for rendering of adaptive exposure effect: the higher the value, the darker the adapted image will be. The parameter can take on negative values.
    Notice
    If the specified value is greater than the current maximum luminance, the maximum luminance value will be changed to the specified minimum luminance so that they are equal.

    Return value

    Current minimum luminance. The provided value is saturated in the range [-10.0f; 10.0f].

    void setExposureAdaptation ( float adaptation ) #

    Console: render_exposure_adaptation
    Sets a new time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

    Arguments

    • float adaptation - The period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getExposureAdaptation() const#

    Console: render_exposure_adaptation
    Returns the current time for the camera to adjust exposure, in seconds. 0.0f - means instant adaptation. If a too small or even negative value is provided, 1E-6 will be used instead.

    Return value

    Current period of exposure adaptation, in seconds. If a too small or even negative value is provided, 1E-6 will be used instead.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setExposure ( float exposure ) #

    Console: render_exposure
    Sets a new camera exposure (a multiplier of the scene luminance and brightness).

    It determines the resulting amount of luminance:

    • By the minimum value of 0.0f, the image is rendered black.
    • The higher the value, the more luminance and the brighter the scene lit.
    Available only when the Camera Mode (see the setCameraMode() method) is set to Classic.

    Arguments

    • float exposure - The multiplier of the scene luminance and brightness.
      Range of values: [0.0f, 4.0f]. The default value is 0.0f.

    float getExposure() const#

    Console: render_exposure
    Returns the current camera exposure (a multiplier of the scene luminance and brightness).

    It determines the resulting amount of luminance:

    • By the minimum value of 0.0f, the image is rendered black.
    • The higher the value, the more luminance and the brighter the scene lit.
    Available only when the Camera Mode (see the setCameraMode() method) is set to Classic.

    Return value

    Current multiplier of the scene luminance and brightness.
    Range of values: [0.0f, 4.0f]. The default value is 0.0f.

    void setExposureMode ( int mode ) #

    Console: render_exposure_mode
    Sets a new mode of the adaptive exposure effect.
    • Static — a static exposure. The amount of luminance is determined by the Exposure (see the setExposure() method) depending on the Camera Mode (see the setCameraMode() method) parameter.
    • Logarithmic adaptive — adaptive logarithmic mapping technique.
    • Quadratic adaptive — adaptive quadratic mapping technique.

    Arguments

    • int mode - The value indicating the exposure mode. One of the following values:
      • 0 - static (by default)
      • 1 - logarithmic adaptive exposure
      • 2 - quadratic adaptive exposure

    int getExposureMode() const#

    Console: render_exposure_mode
    Returns the current mode of the adaptive exposure effect.
    • Static — a static exposure. The amount of luminance is determined by the Exposure (see the setExposure() method) depending on the Camera Mode (see the setCameraMode() method) parameter.
    • Logarithmic adaptive — adaptive logarithmic mapping technique.
    • Quadratic adaptive — adaptive quadratic mapping technique.

    Return value

    Current value indicating the exposure mode. One of the following values:
    • 0 - static (by default)
    • 1 - logarithmic adaptive exposure
    • 2 - quadratic adaptive exposure

    void setFStop ( float fstop ) #

    Console: render_f_stop
    Sets a new f-stop value used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

    Arguments

    • float fstop - The f-stop value.
      Range of values: [0, inf]. The default value is 11.

    float getFStop() const#

    Console: render_f_stop
    Returns the current f-stop value used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and represents the ratio of the focal length (f) and the diameter of the lens opening (D): f / D. It is the reciprocal of the relative aperture. The higher the value, the darker the image is.

    Return value

    Current f-stop value.
    Range of values: [0, inf]. The default value is 11.

    void setShutterSpeed ( float speed ) #

    Console: render_shutter_speed
    Sets a new shutter speed used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

    Arguments

    • float speed - The shutter speed.
      Range of values: [0, inf]. The default value is 250.

    float getShutterSpeed() const#

    Console: render_shutter_speed
    Returns the current shutter speed used for static exposure calculation. This setting is available for the physically-based camera (see the setCameraMode() method) and indicates how long the sensor of the camera is actively collecting light. Higher values make the shutter speed faster and the image — darker.

    Return value

    Current shutter speed.
    Range of values: [0, inf]. The default value is 250.

    void setISO ( float iso ) #

    Console: render_iso
    Sets a new ISO value used for static exposure calculation. This value is available for the physically-based camera (see the setCameraMode() method) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

    Arguments

    • float iso - The ISO value.
      Range of values: [0, inf]. The default value is 100.

    float getISO() const#

    Console: render_iso
    Returns the current ISO value used for static exposure calculation. This value is available for the physically-based camera (see the setCameraMode() method) and represents the sensitivity of the camera sensor. The higher the ISO number, the more light is collected and the brighter the image is.

    Return value

    Current ISO value.
    Range of values: [0, inf]. The default value is 100.

    void setCameraMode ( int mode ) #

    Console: render_camera_mode
    Sets a new camera mode, which determines the way the exposure is set. Either of the following:
    • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (see the setISO() method), shutter speed (see the setShutterSpeed() method), F-stop (see the setFStop() method). With the default values of these parameters, the static exposure value is near 1.
      Notice
      For the physically-based mode, the exposure mode (see the setExposureMode() method) should be set to Static to avoid exposure issues.
    • Classic - the exposure is set by the Exposure value (see the setExposure() method).

    Arguments

    • int mode - The camera mode. One of the following values:
      • 0 - classic (by default)
      • 1 - physically-based

    int getCameraMode() const#

    Console: render_camera_mode
    Returns the current camera mode, which determines the way the exposure is set. Either of the following:
    • Physically-Based - the real-world values are used to set up lighting and camera exposure: ISO (see the setISO() method), shutter speed (see the setShutterSpeed() method), F-stop (see the setFStop() method). With the default values of these parameters, the static exposure value is near 1.
      Notice
      For the physically-based mode, the exposure mode (see the setExposureMode() method) should be set to Static to avoid exposure issues.
    • Classic - the exposure is set by the Exposure value (see the setExposure() method).

    Return value

    Current camera mode. One of the following values:
    • 0 - classic (by default)
    • 1 - physically-based

    void setDirtTextureName ( const char * name ) #

    Sets a new name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

    Arguments

    • const char * name - The name of the lens flares modulation texture.

    const char * getDirtTextureName() const#

    Returns the current name of the texture that modulates the pattern of lens flares. For example, it can be used to create an effect of light reflections or unclean optics when the camera looks at the sun.

    Return value

    Current name of the lens flares modulation texture.

    void setDirtScale ( float scale ) #

    Console: render_dirt_scale
    Sets a new intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

    Arguments

    • float scale - The dirt scale factor.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getDirtScale() const#

    Console: render_dirt_scale
    Returns the current intensity of lens dirt effect modulating the pattern of lens flares defined by the Dirt Texture. For example, it can be used to create an effect of unclean optics when the camera looks at the sun.

    Return value

    Current dirt scale factor.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setCameraEffectsTemporalFiltering ( bool filtering ) #

    Console: render_camera_effects_temporal_filtering
    Sets a new value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

    Arguments

    • bool filtering - Set true to enable temporal filtering.; false - to disable it. The default value is false.

    bool isCameraEffectsTemporalFiltering() const#

    Console: render_camera_effects_temporal_filtering
    Returns the current value indicating if temporal filtering for camera effects is enabled. Temporal filtering reduces flickering of the bloom effect on the small bright objects (such flickering may appear when the camera moves). For example, it can be used in scenes with industrial pipes.

    Return value

    true if temporal filtering. is enabled; otherwise false. The default value is false.

    void setCameraEffectsTemporalFilteringColorClampingIntensity ( float intensity ) #

    Console: render_camera_effects_temporal_filtering_color_clamping_intensity
    Sets a new intensity of TAA color clamping for the Bloom effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Min Velocity Clamping (see the setCameraEffectsTemporalFilteringMinVelocityClamping_float_void() method) and Max Velocity Clamping (see the setCameraEffectsTemporalFilteringMaxVelocityClamping_float_void() method), while higher values reduce ghosting effect, but increase flickering.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Arguments

    • float intensity - The temporal filtering color clamping intensity
      Range of values: [1.0f, inf]. The default value is 3.0f.

    float getCameraEffectsTemporalFilteringColorClampingIntensity() const#

    Console: render_camera_effects_temporal_filtering_color_clamping_intensity
    Returns the current intensity of TAA color clamping for the Bloom effect. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Min Velocity Clamping (see the setCameraEffectsTemporalFilteringMinVelocityClamping_float_void() method) and Max Velocity Clamping (see the setCameraEffectsTemporalFilteringMaxVelocityClamping_float_void() method), while higher values reduce ghosting effect, but increase flickering.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Return value

    Current temporal filtering color clamping intensity
    Range of values: [1.0f, inf]. The default value is 3.0f.

    void setCameraEffectsTemporalFilteringMinVelocityClamping ( float clamping ) #

    Console: render_camera_effects_temporal_filtering_min_velocity_clamping
    Sets a new sensitivity of TAA color clamping for the Bloom effect for static objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setCameraEffectsTemporalFilteringColorClampingIntensity_float_void() method) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Arguments

    • float clamping - The sensitivity value.
      Range of values: [0.0f, 1.0f]. The default value is 0.05f.

    float getCameraEffectsTemporalFilteringMinVelocityClamping() const#

    Console: render_camera_effects_temporal_filtering_min_velocity_clamping
    Returns the current sensitivity of TAA color clamping for the Bloom effect for static objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setCameraEffectsTemporalFilteringColorClampingIntensity_float_void() method) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Return value

    Current sensitivity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.05f.

    void setCameraEffectsTemporalFilteringMaxVelocityClamping ( float clamping ) #

    Console: render_camera_effects_temporal_filtering_max_velocity_clamping
    Sets a new sensitivity of TAA color clamping for the Bloom effect for moving objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setCameraEffectsTemporalFilteringColorClampingIntensity_float_void() method) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Arguments

    • float clamping - The maximum sensitivity value.
      Range of values: [0.0f, 1.0f]. The default value is 0.1f.

    float getCameraEffectsTemporalFilteringMaxVelocityClamping() const#

    Console: render_camera_effects_temporal_filtering_max_velocity_clamping
    Returns the current sensitivity of TAA color clamping for the Bloom effect for moving objects. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setCameraEffectsTemporalFilteringColorClampingIntensity_float_void() method) values: higher values reduce ghosting, but at the same time reduce the temporal filter effect.
    Notice
    This option is available only when the temporal filtering (see the setCameraEffectsTemporalFiltering_int_void() method) is enabled.

    Return value

    Current maximum sensitivity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

    void setCameraEffectsThreshold ( float threshold ) #

    Console: render_camera_effects_threshold
    Sets a new brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

    Arguments

    • float threshold - The HDR threshold.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getCameraEffectsThreshold() const#

    Console: render_camera_effects_threshold
    Returns the current brightness threshold, which is used to detect if an object should be blurred in the HDR mode. By the minimum value of 0, the bright areas can become overexposed.

    Return value

    Current HDR threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setTranslucentColor ( const Math::vec4& color ) #

    Console: render_translucent_color
    Sets a new color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

    Arguments

    • const Math::vec4& color - The translucent color.
      vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

    Math::vec4 getTranslucentColor() const#

    Console: render_translucent_color
    Returns the current color used for translucent objects globally. When light shines on one side of the object, the other side is partially illuminated with this color.

    Return value

    Current translucent color.
    vec4(1.0f, 1.0f, 1.0f, 1.0f) - default value (white)

    void setIndirectDiffuseTemporalFilteringEnabled ( bool enabled ) #

    Console: render_indirect_diffuse_temporal_filtering_enabled
    Sets a new value indicating if temporal filtering for Indirect Diffuse is enabled. Temporal filtering reduces flickering of indirect diffuse light.

    Arguments

    • bool enabled - Set true to enable Indirect Diffuse temporal filtering.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectDiffuseTemporalFilteringEnabled() const#

    Console: render_indirect_diffuse_temporal_filtering_enabled
    Returns the current value indicating if temporal filtering for Indirect Diffuse is enabled. Temporal filtering reduces flickering of indirect diffuse light.

    Return value

    true if Indirect Diffuse temporal filtering. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseTemporalFilteringFrameCount ( float count ) #

    Console: render_indirect_diffuse_temporal_filtering_frame_count
    Sets a new frame count of temporal filtering for the indirect diffuse effect. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Arguments

    • float count - The Indirect Diffuse temporal filtering frame count value.
      Range of values: [0.0f, inf]. The default value is 50.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectDiffuseTemporalFilteringFrameCount() const#

    Console: render_indirect_diffuse_temporal_filtering_frame_count
    Returns the current frame count of temporal filtering for the indirect diffuse effect. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Return value

    Current Indirect Diffuse temporal filtering frame count value.
    Range of values: [0.0f, inf]. The default value is 50.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseTemporalFilteringColorClampingIntensity ( float intensity ) #

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity
    Sets a new intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Diffuse Color Clamping Velocity Threshold (see the setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold() method), while higher values reduce ghosting effect, but increase flickering.

    Arguments

    • float intensity - The Indirect Diffuse color clamping intensity.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectDiffuseTemporalFilteringColorClampingIntensity() const#

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_intensity
    Returns the current intensity of temporal filtering color clamping at zero pixel velocity for Indirect Diffuse. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Diffuse Color Clamping Velocity Threshold (see the setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold() method), while higher values reduce ghosting effect, but increase flickering.

    Return value

    Current Indirect Diffuse color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold ( float threshold ) #

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_velocity_threshold
    Sets a new sensitivity of temporal filtering color clamping for Indirect Diffuse to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setIndirectDiffuseTemporalFilteringColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

    Arguments

    • float threshold - The Indirect Diffuse temporal filtering color clamping intensity threshold.
      Range of values: [0.0f, inf]. The default value is 100.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectDiffuseTemporalFilteringColorClampingVelocityThreshold() const#

    Console: render_indirect_diffuse_temporal_filtering_color_clamping_velocity_threshold
    Returns the current sensitivity of temporal filtering color clamping for Indirect Diffuse to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setIndirectDiffuseTemporalFilteringColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

    Return value

    Current Indirect Diffuse temporal filtering color clamping intensity threshold.
    Range of values: [0.0f, inf]. The default value is 100.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseDenoiseEnabled ( bool enabled ) #

    Console: render_indirect_diffuse_denoise_enabled
    Sets a new value indicating if noise reduction for Indirect Diffuse is enabled.

    Arguments

    • bool enabled - Set true to enable Indirect Diffuse noise reduction.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectDiffuseDenoiseEnabled() const#

    Console: render_indirect_diffuse_denoise_enabled
    Returns the current value indicating if noise reduction for Indirect Diffuse is enabled.

    Return value

    true if Indirect Diffuse noise reduction. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseDenoiseMaskEnabled ( bool enabled ) #

    Console: render_indirect_diffuse_denoise_mask_enabled
    Sets a new value indicating if the denoise mask for Indirect Diffuse is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

    Arguments

    • bool enabled - Set true to enable Indirect Diffuse noise reduction.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectDiffuseDenoiseMaskEnabled() const#

    Console: render_indirect_diffuse_denoise_mask_enabled
    Returns the current value indicating if the denoise mask for Indirect Diffuse is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

    Return value

    true if Indirect Diffuse noise reduction. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectDiffuseDenoiseThreshold ( float threshold ) #

    Console: render_indirect_diffuse_denoise_threshold
    Sets a new threshold value for color difference of neighboring pixels used for noise reduction for Indirect Diffuse. Blur is applied when the color difference is less than the threshold value.
    Notice
    Setting too high values results in blurring the whole image.

    Arguments

    • float threshold - The Indirect Diffuse noise reduction threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectDiffuseDenoiseThreshold() const#

    Console: render_indirect_diffuse_denoise_threshold
    Returns the current threshold value for color difference of neighboring pixels used for noise reduction for Indirect Diffuse. Blur is applied when the color difference is less than the threshold value.
    Notice
    Setting too high values results in blurring the whole image.

    Return value

    Current Indirect Diffuse noise reduction threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularTemporalFilteringEnabled ( bool enabled ) #

    Console: render_indirect_specular_temporal_filtering_enabled
    Sets a new value indicating if temporal filtering for Indirect Specular is enabled. Temporal filtering reduces flickering of Indirect Specular lighting.

    Arguments

    • bool enabled - Set true to enable temporal filtering.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectSpecularTemporalFilteringEnabled() const#

    Console: render_indirect_specular_temporal_filtering_enabled
    Returns the current value indicating if temporal filtering for Indirect Specular is enabled. Temporal filtering reduces flickering of Indirect Specular lighting.

    Return value

    true if temporal filtering. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularTemporalFilteringFrameCount ( float count ) #

    Console: render_indirect_specular_temporal_filtering_frame_count
    Sets a new frame count of temporal filtering for Indirect Specular. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Arguments

    • float count - The Indirect Specular temporal filtering frame count value.
      Range of values: [0.0f, inf]. The default value is 50.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectSpecularTemporalFilteringFrameCount() const#

    Console: render_indirect_specular_temporal_filtering_frame_count
    Returns the current frame count of temporal filtering for Indirect Specular. Specifies the number of frames for the velocity buffer. The higher the value, the more frames are combined into the final image and the better anti-aliasing.

    Return value

    Current Indirect Specular temporal filtering frame count value.
    Range of values: [0.0f, inf]. The default value is 50.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularTemporalFilteringColorClampingIntensity ( float intensity ) #

    Console: render_indirect_specular_temporal_filtering_color_clamping_intensity
    Sets a new intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Specular Temporal Filtering Color Clamping Velocity Threshold (see the setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold() method), while higher values reduce ghosting effect, but increase flickering.

    Arguments

    • float intensity - The Indirect Specular color clamping intensity.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectSpecularTemporalFilteringColorClampingIntensity() const#

    Console: render_indirect_specular_temporal_filtering_color_clamping_intensity
    Returns the current intensity of temporal filtering color clamping at zero pixel velocity for Indirect Specular. Lower values result in more accumulated frames combined, which reduces noise flickering, but increases ghosting effect. To reduce ghosting in this case you can use Indirect Specular Temporal Filtering Color Clamping Velocity Threshold (see the setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold() method), while higher values reduce ghosting effect, but increase flickering.

    Return value

    Current Indirect Specular color clamping intensity.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularTemporalFilteringColorClampingVelocityThreshold ( float threshold ) #

    Console: render_indirect_specular_temporal_filtering_color_clamping_velocity_threshold
    Sets a new sensitivity of temporal filtering color clamping for Indirect Specular to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setIndirectSpecularTemporalFilteringColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

    Arguments

    • float threshold - The sensitivity value.
      Range of values: [0.0f, inf]. The default value is 100.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectSpecularTemporalFilteringColorClampingVelocityThreshold() const#

    Console: render_indirect_specular_temporal_filtering_color_clamping_velocity_threshold
    Returns the current sensitivity of temporal filtering color clamping for Indirect Specular to pixel velocity change. This parameter is used to reduce ghosting effect for lower Color Clamping Intensity (see the setIndirectSpecularTemporalFilteringColorClampingIntensity() method) values: it automatically increases clamping intensity for higher velocities, and disables clamping for low velocity values.

    Return value

    Current sensitivity value.
    Range of values: [0.0f, inf]. The default value is 100.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularDenoiseEnabled ( bool enabled ) #

    Console: render_indirect_specular_denoise_enabled
    Sets a new value indicating if noise reduction for Indirect Specular is enabled.

    Arguments

    • bool enabled - Set true to enable Indirect Specular noise reduction.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectSpecularDenoiseEnabled() const#

    Console: render_indirect_specular_denoise_enabled
    Returns the current value indicating if noise reduction for Indirect Specular is enabled.

    Return value

    true if Indirect Specular noise reduction. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularDenoiseMaskEnabled ( bool enabled ) #

    Console: render_indirect_specular_denoise_mask_enabled
    Sets a new value indicating if the denoise mask for Indirect Specular is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

    Arguments

    • bool enabled - Set true to enable Indirect Specular noise reduction.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isIndirectSpecularDenoiseMaskEnabled() const#

    Console: render_indirect_specular_denoise_mask_enabled
    Returns the current value indicating if the denoise mask for Indirect Specular is enabled.This mask identifies which portions of the screen should be denoised more, and which — less. This may ensure more detailed ambient lighting.

    Return value

    true if Indirect Specular noise reduction. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setIndirectSpecularDenoiseThreshold ( float threshold ) #

    Console: render_indirect_specular_denoise_threshold
    Sets a new threshold value for color difference of neighboring pixels used for noise reduction for the Indirect Specular effect. Blur is applied when the color difference is less than the threshold value.
    Notice
    Setting too high values results in blurring the whole image.

    Arguments

    • float threshold - The Indirect Specular noise reduction threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getIndirectSpecularDenoiseThreshold() const#

    Console: render_indirect_specular_denoise_threshold
    Returns the current threshold value for color difference of neighboring pixels used for noise reduction for the Indirect Specular effect. Blur is applied when the color difference is less than the threshold value.
    Notice
    Setting too high values results in blurring the whole image.

    Return value

    Current Indirect Specular noise reduction threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDenoisePreset ( int preset ) #

    Console: render_denoise_preset
    Sets a new Denoise preset used at the moment. Sharpest to Smoothest — intensity of applying the noise reduction temporal filter (smoother settings cause more ghosting, but provide a more credible and smooth effect in static scenes). Low to High — quality of blur processing in denoiser (higher values are more performance-consuming). To customize the Denoise effect options at run time, activate the Custom preset.
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Denoise effect options at run time
    Render::setDenoisePreset(Render::getDenoisePresetNumNames() - 1);
    
    // disabling the Indirect Diffuse Denoise option
    Render::setIndirectDiffuseDenoiseEnabled(false);

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Disabled (by default)
      • 1 - Sharpest Low
      • 2 - Sharpest High
      • 3 - Sharp Low
      • 4 - Sharp High
      • 5 - Smooth Low
      • 6 - Smooth High
      • 7 - Smoothest Low
      • 8 - Smoothest High
      • 9 - Custom

    int getDenoisePreset() const#

    Console: render_denoise_preset
    Returns the current Denoise preset used at the moment. Sharpest to Smoothest — intensity of applying the noise reduction temporal filter (smoother settings cause more ghosting, but provide a more credible and smooth effect in static scenes). Low to High — quality of blur processing in denoiser (higher values are more performance-consuming). To customize the Denoise effect options at run time, activate the Custom preset.
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Denoise effect options at run time
    Render::setDenoisePreset(Render::getDenoisePresetNumNames() - 1);
    
    // disabling the Indirect Diffuse Denoise option
    Render::setIndirectDiffuseDenoiseEnabled(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Disabled (by default)
    • 1 - Sharpest Low
    • 2 - Sharpest High
    • 3 - Sharp Low
    • 4 - Sharp High
    • 5 - Smooth Low
    • 6 - Smooth High
    • 7 - Smoothest Low
    • 8 - Smoothest High
    • 9 - Custom

    int getDenoisePresetNumNames() const#

    Returns the current number of Denoise presets.

    Return value

    Current number of presets.

    void setDenoiseRadius ( int radius ) #

    Console: render_denoise_radius
    Sets a new radius of each blur iteration in noise reduction. This value allows simulating a higher number of blur iterations without affecting performance. However, this may cause such screen-space artefact as insufficiently smooth denoiser blur.

    Arguments

    • int radius - The radius of each blur iteration.
      Range of values: [1, 3]. The default value is 1.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getDenoiseRadius() const#

    Console: render_denoise_radius
    Returns the current radius of each blur iteration in noise reduction. This value allows simulating a higher number of blur iterations without affecting performance. However, this may cause such screen-space artefact as insufficiently smooth denoiser blur.

    Return value

    Current radius of each blur iteration.
    Range of values: [1, 3]. The default value is 1.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDenoiseNumBlurIterations ( int iterations ) #

    Console: render_denoise_num_blur_iterations
    Sets a new number of iterations performed for blurring. Higher values increase the blur radius, which helps to reduce noise even in areas with very intense noise. However this greatly affects performance. Recommended values are in range [3, 5].

    Arguments

    • int iterations - The number of iterations for blurring.
      Range of values: [0, 10]. The default value is 5.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getDenoiseNumBlurIterations() const#

    Console: render_denoise_num_blur_iterations
    Returns the current number of iterations performed for blurring. Higher values increase the blur radius, which helps to reduce noise even in areas with very intense noise. However this greatly affects performance. Recommended values are in range [3, 5].

    Return value

    Current number of iterations for blurring.
    Range of values: [0, 10]. The default value is 5.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setDenoiseDenoiseByVelocityThreshold ( float threshold ) #

    Console: render_denoise_denoise_by_velocity_threshold
    Sets a new velocity threshold for objects moving in the screen, exceeding which the denoiser blur intensity increases. This setting helps reduce noise and ghosting at high-speed movement.

    Arguments

    • float threshold - The velocity threshold for objects moving in the screen.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getDenoiseDenoiseByVelocityThreshold() const#

    Console: render_denoise_denoise_by_velocity_threshold
    Returns the current velocity threshold for objects moving in the screen, exceeding which the denoiser blur intensity increases. This setting helps reduce noise and ghosting at high-speed movement.

    Return value

    Current velocity threshold for objects moving in the screen.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setDenoisePreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSS ( bool sssss ) #

    Console: render_sssss
    Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

    Arguments

    • bool sssss - Set true to enable SSSSS (Screen-Space Subsurface Scattering) effect; false - to disable it. The default value is false.

    bool isSSSSS() const#

    Console: render_sssss
    Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) effect is enabled. This effect is used to imitate human skin, wax, etc.

    Return value

    true if SSSSS (Screen-Space Subsurface Scattering) effect is enabled; otherwise false. The default value is false.

    void setSSSSSPreset ( int ssssspreset ) #

    Console: render_sssss_preset
    Sets a new SSSSS (Screen-Space Subsurface Scattering) preset used at the moment. To customize the SSSSS effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSSSS effect options at run time
    Render::setSSSSSPreset(Render::getSSSSSPresetNumNames() - 1);
    
    // setting the SSSSS resolution mode
    Render::setSSSSSResolution(2);

    Arguments

    • int ssssspreset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Extreme
      • 5 - Custom

    int getSSSSSPreset() const#

    Console: render_sssss_preset
    Returns the current SSSSS (Screen-Space Subsurface Scattering) preset used at the moment. To customize the SSSSS effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSSSS effect options at run time
    Render::setSSSSSPreset(Render::getSSSSSPresetNumNames() - 1);
    
    // setting the SSSSS resolution mode
    Render::setSSSSSResolution(2);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int getSSSSSPresetNumNames() const#

    Returns the current number of SSSSS (Screen-Space Subsurface Scattering) presets.

    Return value

    Current number of presets.

    void setSSSSSQuality ( int sssssquality ) #

    Console: render_sssss_quality
    Sets a new quality of the SSSSS (Screen-Space Subsurface Scattering) effect.

    Arguments

    • int sssssquality - The SSSSS quality One of the following values:
      • Low - low quality
      • Medium - medium quality (by default)
      • High - high quality
      • Ultra - ultra quality
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSSSSQuality() const#

    Console: render_sssss_quality
    Returns the current quality of the SSSSS (Screen-Space Subsurface Scattering) effect.

    Return value

    Current SSSSS quality One of the following values:
    • Low - low quality
    • Medium - medium quality (by default)
    • High - high quality
    • Ultra - ultra quality
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSResolution ( int sssssresolution ) #

    Console: render_sssss_resolution
    Sets a new resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.

    Arguments

    • int sssssresolution - The SSSSS resolution. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSSSSResolution() const#

    Console: render_sssss_resolution
    Returns the current resolution of the SSSSS (Screen-Space Subsurface Scattering) effect.

    Return value

    Current SSSSS resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSRadius ( float sssssradius ) #

    Console: render_sssss_radius
    Sets a new subsurface scattering radius — distance in the screen space, within which colors will be sampled.It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.

    Arguments

    • float sssssradius - The subsurface scattering radius.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSRadius() const#

    Console: render_sssss_radius
    Returns the current subsurface scattering radius — distance in the screen space, within which colors will be sampled.It controls how much wrinkles, pores and cavities will be blurred and highlighted. The higher the value, the farther subsurface scattering reaches. Too high values result in the ghosting effect. By the minimum value of 0, no subsurface scattering is rendered.

    Return value

    Current subsurface scattering radius.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSColor ( const Math::vec4& ssssscolor ) #

    Console: render_sssss_color
    Sets a new subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • const Math::vec4& ssssscolor - The Subsurface scattering color.
      vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

    Math::vec4 getSSSSSColor() const#

    Console: render_sssss_color
    Returns the current subsurface scattering color used to simulate the subsurface component of skin lighting, i.e. the light that bounces inside of the subsurface tissue layers (epidermis and dermis) before exiting.For skin, subsurface color is reddish, due to blood circulating in skin tissues. To use this option, SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    Current Subsurface scattering color.
    vec4(1.0f, 0.0f, 0.0f, 1.0f) - default value

    void setSSSSSDiffuse ( bool sssssdiffuse ) #

    Console: render_sssss_diffuse
    Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • bool sssssdiffuse - Set true to enable SSSSS calculation for diffuse lighting; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSDiffuse() const#

    Console: render_sssss_diffuse
    Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for diffuse lighting (directional lights) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    true if SSSSS calculation for diffuse lighting is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSAmbient ( bool sssssambient ) #

    Console: render_sssss_ambient
    Sets a new value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • bool sssssambient - Set true to enable SSSSS calculation for ambient lighting; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSAmbient() const#

    Console: render_sssss_ambient
    Returns the current value indicating if the SSSSS (Screen-Space Subsurface Scattering) calculation for ambient lighting (environment) is enabled. If this option is not required, disable it to save performance. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    true if SSSSS calculation for ambient lighting is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSMinThreshold ( float threshold ) #

    Console: render_sssss_min_threshold
    Sets a new threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • float threshold - The threshold scattering value.
      Range of values: [0.0f, inf]. The default value is 4.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSMinThreshold() const#

    Console: render_sssss_min_threshold
    Returns the current threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 0 (minimum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    Current threshold scattering value.
    Range of values: [0.0f, inf]. The default value is 4.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSMaxThreshold ( float threshold ) #

    Console: render_sssss_max_threshold
    Sets a new threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • float threshold - The threshold scattering value.
      Range of values: [0.0f, inf]. The default value is 10.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSMaxThreshold() const#

    Console: render_sssss_max_threshold
    Returns the current threshold of SSSSS (Screen-Space Subsurface Scattering) for the material's Translucent parameter equal to 1 (maximum translucency). To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    Current threshold scattering value.
    Range of values: [0.0f, inf]. The default value is 10.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSNoiseStep ( float step ) #

    Console: render_sssss_noise_step
    Sets a new intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • float step - The step noise intensity.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSNoiseStep() const#

    Console: render_sssss_noise_step
    Returns the current intensity of the step noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    Current step noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSNoiseRay ( float ray ) #

    Console: render_sssss_noise_ray
    Sets a new intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Arguments

    • float ray - The ray noise intensity.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSNoiseRay() const#

    Console: render_sssss_noise_ray
    Returns the current intensity of the ray noise used for SSSSS (Screen-Space Subsurface Scattering) calculation to reduce banding artifacts of tracing. Higher values make banding less visible. To use this option, the SSSSS effect (see the setSSSSS() method) should be enabled.

    Return value

    Current ray noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSInterleaved ( bool sssssinterleaved ) #

    Console: render_sssss_interleaved
    Sets a new value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

    The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

    Arguments

    • bool sssssinterleaved - Set true to enable interleaved rendering mode for SSSSS; false - to disable it. The default value is false.

    bool isSSSSSInterleaved() const#

    Console: render_sssss_interleaved
    Returns the current value indicating if the interleaved rendering mode for SSSSS (Screen-Space Subsurface Scattering) is enabled. This option enables rendering of the effect in only half or quarter of all pixels with subsequent reconstruction of neighboring pixels using the data from previous frames, significantly improving performance.

    The effect is cumulative and works best with Temporal Filter, which reduces ghosting and noise artifacts.

    Return value

    true if interleaved rendering mode for SSSSS is enabled; otherwise false. The default value is false.

    void setSSSSSInterleavedColorClamping ( int clamping ) #

    Console: render_sssss_interleaved_color_clamping
    Sets a new color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.

    Arguments

    • int clamping - The color clamping mode. One of the following values:
      • 0 - Disabled
      • 1 - Low (by default)
      • 2 - Medium
      • 3 - High
      • 4 - High + Velocity
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSSSSInterleavedColorClamping() const#

    Console: render_sssss_interleaved_color_clamping
    Returns the current color clamping mode used to reduce ghosting effect. Higher values increase clamping intensity, but may cause flickering (to reduce flickering you can choose High + Velocity). When disabled, translucency has a lag as it is several frames behind.

    Return value

    Current color clamping mode. One of the following values:
    • 0 - Disabled
    • 1 - Low (by default)
    • 2 - Medium
    • 3 - High
    • 4 - High + Velocity
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSInterleavedSamples ( int samples ) #

    Console: render_sssss_interleaved_samples
    Sets a new number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
    • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
    • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row

    Arguments

    • int samples - The skipping mode. One of the following values:
      • 0 - 1 x 2 (by default)
      • 1 - 2 x 2
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSSSSInterleavedSamples() const#

    Console: render_sssss_interleaved_samples
    Returns the current number of pixels to be skipped when rendering the SSSSS (Screen-Space Subsurface Scattering) effect with subsequent reconstruction of neighboring pixels using the data from previous frames. The following options are available:
    • 1 x 2 (1.0 * width x 0.5 * height) — a half of all pixels is rendered, skipping each second line
    • 2 x 2 (0.5 * width x 0.5 * height) — a quarter of all pixels is rendered, skipping each second line and row

    Return value

    Current skipping mode. One of the following values:
    • 0 - 1 x 2 (by default)
    • 1 - 2 x 2
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAFixFlicker ( bool flicker ) #

    Console: render_sssss_taa_fix_flicker
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (see the setTAAFixFlicker() method).

    Arguments

    • bool flicker - Set true to enable TAA parameter value; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSTAAFixFlicker() const#

    Console: render_sssss_taa_fix_flicker
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Fix Flicker (see the setTAAFixFlicker() method).

    Return value

    true if TAA parameter value is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAAntialiasingInMotion ( bool motion ) #

    Console: render_sssss_taa_antialiasing_in_motion
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (see the setTAAAntialiasingInMotion() method).

    Arguments

    • bool motion - Set true to enable TAA parameter value; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSTAAAntialiasingInMotion() const#

    Console: render_sssss_taa_antialiasing_in_motion
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Antialiasing In Motion (see the setTAAAntialiasingInMotion() method).

    Return value

    true if TAA parameter value is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAFramesByColor ( bool color ) #

    Console: render_sssss_taa_frames_by_color
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (see the setTAAFramesByColor() method).

    Arguments

    • bool color - Set true to enable TAA parameter value; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSTAAFramesByColor() const#

    Console: render_sssss_taa_frames_by_color
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Color (see the setTAAFramesByColor() method).

    Return value

    true if TAA parameter value is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAFramesByVelocity ( bool velocity ) #

    Console: render_sssss_taa_frames_by_velocity
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (see the setTAAFramesByVelocity() method).

    Arguments

    • bool velocity - Set true to enable TAA parameter value; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSTAAFramesByVelocity() const#

    Console: render_sssss_taa_frames_by_velocity
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames By Velocity (see the setTAAFramesByVelocity() method).

    Return value

    true if TAA parameter value is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAPreserveDetails ( float details ) #

    Console: render_sssss_taa_preserve_details
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (see the setTAAPreserveDetails() method).

    Arguments

    • float details - The TAA parameter value
      Range of values: [0.0f, inf]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSTAAPreserveDetails() const#

    Console: render_sssss_taa_preserve_details
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Preserve Details (see the setTAAPreserveDetails() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAFrameCount ( float count ) #

    Console: render_sssss_taa_frame_count
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (see the setTAAFrameCount() method).

    Arguments

    • float count - The TAA parameter value
      Range of values: [0.0f, inf]. The default value is 30.0f.

    float getSSSSSTAAFrameCount() const#

    Console: render_sssss_taa_frame_count
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frame Count (see the setTAAFrameCount() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, inf]. The default value is 30.0f.

    void setSSSSSTAAFramesVelocityThreshold ( float threshold ) #

    Console: render_sssss_taa_frames_velocity_threshold
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (see the setTAAFramesVelocityThreshold() method).

    Arguments

    • float threshold - The TAA parameter value
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSSSSTAAFramesVelocityThreshold() const#

    Console: render_sssss_taa_frames_velocity_threshold
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Frames Velocity Threshold (see the setTAAFramesVelocityThreshold() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSSSSTAAMaxFramesByVelocity ( float velocity ) #

    Console: render_sssss_taa_max_frames_by_velocity
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (see the setTAAMaxFramesByVelocity() method).

    Arguments

    • float velocity - The TAA parameter value
      Range of values: [0.0f, inf]. The default value is 60.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSTAAMaxFramesByVelocity() const#

    Console: render_sssss_taa_max_frames_by_velocity
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Max Frames By Velocity (see the setTAAMaxFramesByVelocity() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, inf]. The default value is 60.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAMinFramesByVelocity ( float velocity ) #

    Console: render_sssss_taa_min_frames_by_velocity
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (see the setTAAMinFramesByVelocity() method).

    Arguments

    • float velocity - The TAA parameter value
      Range of values: [0.0f, inf]. The default value is 4.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSTAAMinFramesByVelocity() const#

    Console: render_sssss_taa_min_frames_by_velocity
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Min Frames By Velocity (see the setTAAMinFramesByVelocity() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, inf]. The default value is 4.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAAPixelOffset ( float offset ) #

    Console: render_sssss_taa_pixel_offset
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (see the setTAAPixelOffset() method).

    Arguments

    • float offset - The TAA parameter value
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSSSSTAAPixelOffset() const#

    Console: render_sssss_taa_pixel_offset
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Pixel Offset (see the setTAAPixelOffset() method).

    Return value

    Current TAA parameter value
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAACatmullResampling ( bool resampling ) #

    Console: render_sssss_taa_catmull_resampling
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (see the setTAACatmullResampling() method).

    Arguments

    • bool resampling - Set true to enable TAA parameter value; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSSSSTAACatmullResampling() const#

    Console: render_sssss_taa_catmull_resampling
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Catmull Resampling (see the setTAACatmullResampling() method).

    Return value

    true if TAA parameter value is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSSSSTAASamples ( int ssssstaasamples ) #

    Console: render_sssss_taa_samples
    Sets a new value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (see the setTAASamples() method).

    Arguments

    • int ssssstaasamples - The TAA parameter value One of the following values:
      • 0 - 1 sample offset, no anti-aliasing
      • 1 - 4 offsets (by default)
      • 2 - 8 offsets
      • 3 - 16 offsets
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSSSSTAASamples() const#

    Console: render_sssss_taa_samples
    Returns the current value of TAA parameter for Screen-Space Subsurface Scattering that is similar to TAA Samples (see the setTAASamples() method).

    Return value

    Current TAA parameter value One of the following values:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (by default)
    • 2 - 8 offsets
    • 3 - 16 offsets
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSSSSPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTonemappingGamma ( float gamma ) #

    Console: render_ssr_tonemapping_gamma
    Sets a new tonemapping Gamma value for the SSR effect. Helps reducing noise for reflections from bright surfaces. 1.0f corresponds to the physically correct value. The recommended value is 2.0f — although it slightly reduces the reflection brightness, it also significantly reduces noise.

    Arguments

    • float gamma - The tonemapping Gamma value
      Range of values: [0.0f, 10.0f]. The default value is 2.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRTonemappingGamma() const#

    Console: render_ssr_tonemapping_gamma
    Returns the current tonemapping Gamma value for the SSR effect. Helps reducing noise for reflections from bright surfaces. 1.0f corresponds to the physically correct value. The recommended value is 2.0f — although it slightly reduces the reflection brightness, it also significantly reduces noise.

    Return value

    Current tonemapping Gamma value
    Range of values: [0.0f, 10.0f]. The default value is 2.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRRoughnessMipOffset ( float offset ) #

    Console: render_ssr_roughness_mip_offset
    Sets a new mip offset value for the SSR effect on rough surfaces. Enhances reading a color on rough surfaces on lower-resolution screens. This setting allows reducing the noise and improving performance.

    Arguments

    • float offset - The roughness mip offset value
      Range of values: [0.0f, 10.0f]. The default value is 4.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRRoughnessMipOffset() const#

    Console: render_ssr_roughness_mip_offset
    Returns the current mip offset value for the SSR effect on rough surfaces. Enhances reading a color on rough surfaces on lower-resolution screens. This setting allows reducing the noise and improving performance.

    Return value

    Current roughness mip offset value
    Range of values: [0.0f, 10.0f]. The default value is 4.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRPerspectiveCompensation ( float compensation ) #

    Console: render_ssr_perspective_compensation
    Sets a new perspective compensation value for the SSR effect. At 0.0f, the raymarching step size doesn't depend on the distance from the reflecting surface to the camera. At 1.0f, the raymarching step size linearly depends on the distance from the reflecting surface to the camera.

    Arguments

    • float compensation - The perspective compensation value
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRPerspectiveCompensation() const#

    Console: render_ssr_perspective_compensation
    Returns the current perspective compensation value for the SSR effect. At 0.0f, the raymarching step size doesn't depend on the distance from the reflecting surface to the camera. At 1.0f, the raymarching step size linearly depends on the distance from the reflecting surface to the camera.

    Return value

    Current perspective compensation value
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRNonLinearStepSize ( float size ) #

    Console: render_ssr_non_linear_step_size
    Sets a new linear step size for the SSR effect. At 0.0f, all raymarching steps are of the same size. At 1.0f, each raymarching step is longer than a preceding one, which allows increasing the ray length while keeping the same number of raymarching steps.

    Arguments

    • float size - The linear step size
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRNonLinearStepSize() const#

    Console: render_ssr_non_linear_step_size
    Returns the current linear step size for the SSR effect. At 0.0f, all raymarching steps are of the same size. At 1.0f, each raymarching step is longer than a preceding one, which allows increasing the ray length while keeping the same number of raymarching steps.

    Return value

    Current linear step size
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRAlphaAccumulationMode ( int mode ) #

    Console: render_ssr_alpha_accumulation_mode
    Sets a new accumulation mode for Alpha values used when rendering screen-space reflections. Two modes are available:
    • Correct — physically correct implementation.
    • Boosted — artificial implementation that makes SSR more intense and adds additional contrast to some scenes.

    Arguments

    • int mode - The Alpha accumulation mode. One of the following values:
      • 0 - Correct
      • 1 - Boosted (by default)
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRAlphaAccumulationMode() const#

    Console: render_ssr_alpha_accumulation_mode
    Returns the current accumulation mode for Alpha values used when rendering screen-space reflections. Two modes are available:
    • Correct — physically correct implementation.
    • Boosted — artificial implementation that makes SSR more intense and adds additional contrast to some scenes.

    Return value

    Current Alpha accumulation mode. One of the following values:
    • 0 - Correct
    • 1 - Boosted (by default)
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRThresholdOcclusion ( float occlusion ) #

    Console: render_ssr_threshold_occlusion
    Sets a new value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

    Arguments

    • float occlusion - The SSR threshold occlusion.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRThresholdOcclusion() const#

    Console: render_ssr_threshold_occlusion
    Returns the current value that limits imitation of environment cubemap occlusion in areas where SSR (Screen-Space Reflections) cannot get information. Higher values make the effect less pronounced. This parameter is mainly used for indoor environment to correct false reflections on occluded areas (false reflections are replaced with black color). For outdoor environment, higher values of this parameter are recommended.

    Return value

    Current SSR threshold occlusion.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRThreshold ( float ssrthreshold ) #

    Console: render_ssr_threshold
    Sets a new threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.

    Arguments

    • float ssrthreshold - The SSR threshold.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRThreshold() const#

    Console: render_ssr_threshold
    Returns the current threshold used for SSR (Screen-Space Reflections) calculation to limit imitation of reflections in areas where SSR cannot get information. Higher values make the effect less pronounced.

    Return value

    Current SSR threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRVisibilityRoughnessMax ( float max ) #

    Console: render_ssr_visibility_roughness_max
    Sets a new maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.

    Arguments

    • float max - The maximum roughness value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRVisibilityRoughnessMax() const#

    Console: render_ssr_visibility_roughness_max
    Returns the current maximum roughness value, starting from which the SSR (Screen-Space Reflections) effect is not rendered. It allows reducing noise of reflections on rough materials.

    Return value

    Current maximum roughness value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRVisibilityRoughnessMin ( float min ) #

    Console: render_ssr_visibility_roughness_min
    Sets a new minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.

    Arguments

    • float min - The minimum roughness value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRVisibilityRoughnessMin() const#

    Console: render_ssr_visibility_roughness_min
    Returns the current minimum roughness value, starting from which the SSR (Screen-Space Reflections) effect begins to fade out. It allows reducing noise of reflections on rough materials.

    Return value

    Current minimum roughness value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRStepSize ( float size ) #

    Console: render_ssr_step_size
    Sets a new size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

    Arguments

    • float size - The step size.
      Range of values: [0.0f, inf]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRStepSize() const#

    Console: render_ssr_step_size
    Returns the current size of the trace step used for SSR calculation. Higher values result in longer traces (however, tiny objects may become missing), lower values produce more detailed reflections of tiny objects.

    Return value

    Current step size.
    Range of values: [0.0f, inf]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRNumSteps ( int steps ) #

    Console: render_ssr_num_steps
    Sets a new number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

    Arguments

    • int steps - The number of steps.
      Range of values: [1, 64]. The default value is 16.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRNumSteps() const#

    Console: render_ssr_num_steps
    Returns the current number of SSR steps per ray that are used for trace calculation. The number of steps defines accuracy of reflections and causes a reasonable performance impact. The higher the value, the more accurate obstacles between objects are accounted.

    Return value

    Current number of steps.
    Range of values: [1, 64]. The default value is 16.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRNumRays ( int rays ) #

    Console: render_ssr_num_rays
    Sets a new number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.

    Arguments

    • int rays - The number of rays.
      Range of values: [1, 64]. The default value is 4.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRNumRays() const#

    Console: render_ssr_num_rays
    Returns the current number of SSR rays per pixel that are used to calculate rough refrections. Using more rays provides more precise SSR roughness calculation, however, it is more expensive.

    Return value

    Current number of rays.
    Range of values: [1, 64]. The default value is 4.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRResolutionColor ( int color ) #

    Console: render_ssr_resolution_color
    Sets a new resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.

    Arguments

    • int color - The Color buffer resolution. One of the following values:
      • Quarter - quarter resolution (by default)
      • Half - half resolution
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRResolutionColor() const#

    Console: render_ssr_resolution_color
    Returns the current resolution of the color buffer used for SSR (Screen Space Reflections) calculation. It significantly affects performance.

    Return value

    Current Color buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRResolutionDepth ( int depth ) #

    Console: render_ssr_resolution_depth
    Sets a new resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
    Notice
    To gain performance, this option can be set to lower values while enabling increased accuracy (see the setSSRIncreasedAccuracy() method).

    Arguments

    • int depth - The Depth buffer resolution. One of the following values:
      • Quarter - quarter resolution (by default)
      • Half - half resolution
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRResolutionDepth() const#

    Console: render_ssr_resolution_depth
    Returns the current resolution of the depth buffer used for SSR (Screen Space Reflections) calculation. It affects detailing of reflections of tiny objects.
    Notice
    To gain performance, this option can be set to lower values while enabling increased accuracy (see the setSSRIncreasedAccuracy() method).

    Return value

    Current Depth buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRResolution ( int ssrresolution ) #

    Console: render_ssr_resolution
    Sets a new resolution of SSR (Screen Space Reflections).

    Arguments

    • int ssrresolution - The SSR resolution. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRResolution() const#

    Console: render_ssr_resolution
    Returns the current resolution of SSR (Screen Space Reflections).

    Return value

    Current SSR resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRIncreasedAccuracy ( bool accuracy ) #

    Console: render_ssr_increased_accuracy
    Sets a new value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option increases the accuracy of intersection detection between the ray and surfaces, which makes a reflection on smooth surfaces more detailed.

    Arguments

    • bool accuracy - Set true to enable increased accuracy for SSR; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSRIncreasedAccuracy() const#

    Console: render_ssr_increased_accuracy
    Returns the current value indicating if increased accuracy option is enabled for the SSR (Screen Space Reflections). This option increases the accuracy of intersection detection between the ray and surfaces, which makes a reflection on smooth surfaces more detailed.

    Return value

    true if increased accuracy for SSR is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSR ( bool ssr ) #

    Console: render_ssr
    Sets a new value indicating if the SSR (Screen Space Reflections) effect is enabled.

    Arguments

    • bool ssr - Set true to enable SSR (Screen Space Reflections) effect; false - to disable it. The default value is false.

    bool isSSR() const#

    Console: render_ssr
    Returns the current value indicating if the SSR (Screen Space Reflections) effect is enabled.

    Return value

    true if SSR (Screen Space Reflections) effect is enabled; otherwise false. The default value is false.

    void setBentNormal ( bool normal ) #

    Console: render_bent_normal
    Sets a new value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
    Notice
    Ray-traced bent normals calculation available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Arguments

    • bool normal - Set true to enable ray-traced bent normals calculation.; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isBentNormal() const#

    Console: render_bent_normal
    Returns the current value indicating if ray-traced bent normals calculation is enabled. The use of SSRTGI for bent normals allows for smooth ambient lighting.
    Notice
    Ray-traced bent normals calculation available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Return value

    true if ray-traced bent normals calculation. is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setBentNormalThreshold ( float threshold ) #

    Console: render_bent_normal_threshold
    Sets a new threshold value for the ray-traced bent normals calculation.
    Notice
    Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Arguments

    • float threshold - The threshold value.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getBentNormalThreshold() const#

    Console: render_bent_normal_threshold
    Returns the current threshold value for the ray-traced bent normals calculation.
    Notice
    Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Return value

    Current threshold value.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setBentNormalFixOverlitAreas ( bool areas ) #

    Console: render_bent_normal_fix_overlit_areas
    Sets a new value indicating if correction of overlit areas for bent normals calculation is enabled.
    Notice
    • This option may significantly affect performance, so disable it when it's not necessary.
    • Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Arguments

    • bool areas - Set true to enable correction of overlit areas for ray-traced bent normals calculation; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isBentNormalFixOverlitAreas() const#

    Console: render_bent_normal_fix_overlit_areas
    Returns the current value indicating if correction of overlit areas for bent normals calculation is enabled.
    Notice
    • This option may significantly affect performance, so disable it when it's not necessary.
    • Ray-traced bent normals calculation is available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Return value

    true if correction of overlit areas for ray-traced bent normals calculation is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSGIThreshold ( float ssgithreshold ) #

    Console: render_ssgi_threshold
    Sets a new threshold value for the ray-traced SSGI (Screen Space Global Illumination).
    Notice
    Ray-traced SSGI calculation available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Arguments

    • float ssgithreshold - The SSGI threshold value.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSGIThreshold() const#

    Console: render_ssgi_threshold
    Returns the current threshold value for the ray-traced SSGI (Screen Space Global Illumination).
    Notice
    Ray-traced SSGI calculation available only when the SSRTGI technique (see the setSSRTGIPreset_int_void() method) is enabled.

    Return value

    Current SSGI threshold value.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSGIIntensity ( float ssgiintensity ) #

    Console: render_ssgi_intensity
    Sets a new intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.

    Arguments

    • float ssgiintensity - The SSGI intensity value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSGIIntensity() const#

    Console: render_ssgi_intensity
    Returns the current intensity of the SSGI (Screen Space Global Illumination) for the scene. By the minimum value of 0.0f, the global illumination is the darkest.

    Return value

    Current SSGI intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSGI ( bool ssgi ) #

    Console: render_ssgi
    Sets a new value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

    Arguments

    • bool ssgi - Set true to enable SSGI (Screen Space Global Illumination); false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSGI() const#

    Console: render_ssgi
    Returns the current value indicating if the SSGI (Screen Space Global Illumination) effect is enabled.

    Return value

    true if SSGI (Screen Space Global Illumination) is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSAOThreshold ( float ssaothreshold ) #

    Console: render_ssao_threshold
    Sets a new threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.

    Arguments

    • float ssaothreshold - The threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getSSAOThreshold() const#

    Console: render_ssao_threshold
    Returns the current threshold value for the SSAO (Screen Space Ambient Occlusion) effect. It limits SSAO in areas where information cannot be obtained. The higher the value, the less pronounced the effect is.

    Return value

    Current threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setSSAOCavityRadius ( float radius ) #

    Console: render_ssao_cavity_radius
    Sets a new size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (see the setSSAOCavity() method).

    Arguments

    • float radius - The SSAO cavity radius value.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSAOCavityRadius() const#

    Console: render_ssao_cavity_radius
    Returns the current size of junction contours area for the cavity option for the SSAO (Screen Space Ambient Occlusion) effect (see the setSSAOCavity() method).

    Return value

    Current SSAO cavity radius value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSAOCavityIntensity ( float intensity ) #

    Console: render_ssao_cavity_intensity
    Sets a new intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).

    Arguments

    • float intensity - The Sharpening intensity value.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSAOCavityIntensity() const#

    Console: render_ssao_cavity_intensity
    Returns the current intensity of sharpening of contours for the cavity option (see the setSSAOCavity() method).

    Return value

    Current Sharpening intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSAOIntensityReflection ( float reflection ) #

    Console: render_ssao_intensity_reflection
    Sets a new intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

    Arguments

    • float reflection - The SSAO intensity on reflections.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSAOIntensityReflection() const#

    Console: render_ssao_intensity_reflection
    Returns the current intensity of SSAO (Screen Space Ambient Occlusion) on reflections.

    Return value

    Current SSAO intensity on reflections.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSAOIntensity ( float ssaointensity ) #

    Console: render_ssao_intensity
    Sets a new intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

    Arguments

    • float ssaointensity - The intensity value.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getSSAOIntensity() const#

    Console: render_ssao_intensity
    Returns the current intensity of the SSAO (Screen Space Ambient Occlusion) for the scene. The intensity value affects brightness of shadows: by the minimum value of 0.0f, the ambient occlusion shadowing is the lightest.

    Return value

    Current intensity value.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setSSAOCavity ( bool ssaocavity ) #

    Console: render_ssao_cavity
    Sets a new value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
    Notice
    When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).

    Arguments

    • bool ssaocavity - Set true to enable cavity option for SSAO; false - to disable it. The default value is true.

    bool isSSAOCavity() const#

    Console: render_ssao_cavity
    Returns the current value indicating if the cavity option for the SSAO (Screen Space Ambient Occlusion) effect is enabled. This option improves (sharpens) the look of junction contours at low resolutions, so it should be used for detail enhancement (small stones, bolts and so on).
    Notice
    When checking the parameter value via API, you'll get the corresponding setting stored in the active preset (default or custom one).

    Return value

    true if cavity option for SSAO is enabled; otherwise false. The default value is true.

    void setSSAO ( bool ssao ) #

    Console: render_ssao
    Sets a new value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

    Arguments

    • bool ssao - Set true to enable SSAO (Screen Space Ambient Occlusion) effect; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSAO() const#

    Console: render_ssao
    Returns the current value indicating if the SSAO (Screen Space Ambient Occlusion) effect is enabled.

    Return value

    true if SSAO (Screen Space Ambient Occlusion) effect is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGIStepSize ( float size ) #

    Console: render_ssrtgi_step_size
    Sets a new size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • float size - The step size.
      Range of values: [0.0f, inf]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRTGIStepSize() const#

    Console: render_ssrtgi_step_size
    Returns the current size of the trace step used for SSRTGI calculation. The higher the value, the longer the trace. However, tiny objects may be missed. The lower the value, the more detailed will be the tiny objects. The SSRTGI effect must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current step size.
    Range of values: [0.0f, inf]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGINoiseStep ( float step ) #

    Console: render_ssrtgi_noise_step
    Sets a new intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • float step - The step noise intensity.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRTGINoiseStep() const#

    Console: render_ssrtgi_noise_step
    Returns the current intensity of the step noise used for SSRTGI calculation. This parameter is used to reduce the banding effect of tracing by using the noise: the higher is the value, the less pronounced is the banding effect. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current step noise intensity.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGINumSteps ( int steps ) #

    Console: render_ssrtgi_num_steps
    Sets a new number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • int steps - The number of steps per ray.
      Range of values: [1, 256]. The default value is 8.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRTGINumSteps() const#

    Console: render_ssrtgi_num_steps
    Returns the current number of steps of SSRTGI per ray that are used for trace calculation. The higher the value, the more accurate obstacles between objects are accounted. However, this option significantly affects performance. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current number of steps per ray.
    Range of values: [1, 256]. The default value is 8.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGINumRays ( int rays ) #

    Console: render_ssrtgi_num_rays
    Sets a new number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • int rays - The number of rays per pixel.
      Range of values: [1, 1024]. The default value is 8.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRTGINumRays() const#

    Console: render_ssrtgi_num_rays
    Returns the current number of rays of SSRTGI per pixel that are used to calculate the final image. Using more rays provides more precise SSRTGI calculation, however, it is more expensive. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current number of rays per pixel.
    Range of values: [1, 1024]. The default value is 8.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGIResolutionDepth ( int depth ) #

    Console: render_ssrtgi_resolution_depth
    Sets a new resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (see the setSSRTGIIncreasedAccuracy() method). SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • int depth - The SSRTGI depth buffer resolution. One of the following values:
      • Quarter - quarter resolution (by default)
      • Half - half resolution
      • Full - full resolution
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSRTGIResolutionDepth() const#

    Console: render_ssrtgi_resolution_depth
    Returns the current resolution of the depth buffer used for SSRTGI (screen space ray-traced global illumination) calculation. This option significantly affects performance. To gain performance this option can be set to lower values while enabling the increased accuracy (see the setSSRTGIIncreasedAccuracy() method). SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current SSRTGI depth buffer resolution. One of the following values:
    • Quarter - quarter resolution (by default)
    • Half - half resolution
    • Full - full resolution
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGIResolution ( int ssrtgiresolution ) #

    Console: render_ssrtgi_resolution
    Sets a new resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • int ssrtgiresolution - The SSRTGI resolution. One of the following values:
      • Quarter - quarter resolution
      • Half - half resolution (by default)
      • Full - full resolution

    int getSSRTGIResolution() const#

    Console: render_ssrtgi_resolution
    Returns the current resolution of the SSRTGI (screen space ray-traced global illumination) effect. This option significantly affects performance. At low values, edges of objects become blurred. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    Current SSRTGI resolution. One of the following values:
    • Quarter - quarter resolution
    • Half - half resolution (by default)
    • Full - full resolution

    void setSSRTGIUpscaling ( bool ssrtgiupscaling ) #

    Console: render_ssrtgi_upscaling
    Sets a new value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • bool ssrtgiupscaling - Set true to enable upscaling for the SSRTGI; false - to disable it. The default value is true.

    bool isSSRTGIUpscaling() const#

    Console: render_ssrtgi_upscaling
    Returns the current value indicating if upscaling is enabled for the SSRTGI (screen space ray-traced global illumination). This option makes the quality of edges in half and quarter resolution look closer to full. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    true if upscaling for the SSRTGI is enabled; otherwise false. The default value is true.

    void setSSRTGIIncreasedAccuracy ( bool accuracy ) #

    Console: render_ssrtgi_increased_accuracy
    Sets a new value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • bool accuracy - Set true to enable increased accuracy for the SSRTGI; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSRTGIIncreasedAccuracy() const#

    Console: render_ssrtgi_increased_accuracy
    Returns the current value indicating if increased accuracy is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option reduces visual artifacts by increasing accuracy of the last step. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    true if increased accuracy for the SSRTGI is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRTGIFastTracing ( bool tracing ) #

    Console: render_ssrtgi_fast_tracing
    Sets a new value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Arguments

    • bool tracing - Set true to enable fast tracing for the SSRTGI; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSSRTGIFastTracing() const#

    Console: render_ssrtgi_fast_tracing
    Returns the current value indicating if fast tracing is enabled for the SSRTGI (Screen Space Ray-Traced Global Illumination). This option dynamically changes step size to obtain indirect illumination bounces using low number of steps while keeping performance high. Disabling this option improves quality, but significantly reduces performance. SSRTGI must be enabled (see the setSSRTGIPreset_int_void() method).

    Return value

    true if fast tracing for the SSRTGI is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRTGIPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setReflectionLods ( bool lods ) #

    Console: render_reflection_lods
    Sets a new value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

    Arguments

    • bool lods - Set true to enable reduction of resolution of dynamic reflections when the camera moves away; false - to disable it. The default value is true.

    bool isReflectionLods() const#

    Console: render_reflection_lods
    Returns the current value indicating if reduction of resolution of dynamic reflections when the camera moves away is enabled.

    Return value

    true if reduction of resolution of dynamic reflections when the camera moves away is enabled; otherwise false. The default value is true.

    void setReflectionDynamic ( bool dynamic ) #

    Console: render_reflection_dynamic
    Sets a new value indicating if dynamic reflections for materials are enabled.

    Arguments

    • bool dynamic - Set true to enable dynamic reflections for materials; false - to disable it. The default value is true.

    bool isReflectionDynamic() const#

    Console: render_reflection_dynamic
    Returns the current value indicating if dynamic reflections for materials are enabled.

    Return value

    true if dynamic reflections for materials is enabled; otherwise false. The default value is true.

    void setTransparentBlur ( bool blur ) #

    Console: render_transparent_blur
    Sets a new value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

    Arguments

    • bool blur - Set true to enable transparent blur for materials; false - to disable it. The default value is true.

    bool isTransparentBlur() const#

    Console: render_transparent_blur
    Returns the current value indicating if transparent blur is enabled for materials. This option makes it possible to render matte transparent materials like matte glass.

    Return value

    true if transparent blur for materials is enabled; otherwise false. The default value is true.

    void setRefractionDispersion ( const Math::vec3& dispersion ) #

    Console: render_refraction_dispersion
    Sets a new refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (see the setRefraction() method) should be enabled.

    Arguments

    • const Math::vec3& dispersion - The dispersion displacement per channel.
      vec3_one - default value

    Math::vec3 getRefractionDispersion() const#

    Console: render_refraction_dispersion
    Returns the current refraction displacement for red, green, and blue channels (according to the refraction texture of refractive materials). Can be used to create light dispersion (chromatic aberrations). To use this option, render_refraction (see the setRefraction() method) should be enabled.

    Return value

    Current dispersion displacement per channel.
    vec3_one - default value

    void setRefraction ( bool refraction ) #

    Console: render_refraction
    Sets a new value indicating if refraction is enabled.

    Arguments

    • bool refraction - Set true to enable refraction rendering; false - to disable it. The default value is true.

    bool isRefraction() const#

    Console: render_refraction
    Returns the current value indicating if refraction is enabled.

    Return value

    true if refraction rendering is enabled; otherwise false. The default value is true.

    void setSharpen ( bool sharpen ) #

    Console: render_sharpen
    Sets a new value indicating if the sharpening post-processing effect is enabled.

    Arguments

    • bool sharpen - Set true to enable sharpening post-processing effect; false - to disable it. The default value is false.

    bool isSharpen() const#

    Console: render_sharpen
    Returns the current value indicating if the sharpening post-processing effect is enabled.

    Return value

    true if sharpening post-processing effect is enabled; otherwise false. The default value is false.

    void setSharpenIntensity ( float intensity ) #

    Console: render_sharpen_intensity
    Sets a new intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (see the setSharpen() method).

    Arguments

    • float intensity - The intensity value.
      Range of values: [0.0f, inf]. The default value is 0.5f.

    float getSharpenIntensity() const#

    Console: render_sharpen_intensity
    Returns the current intensity of the sharpening effect.intensity of the sharpening effect. To use this option, sharpening post-processing effect should be enabled (see the setSharpen() method).

    Return value

    Current intensity value.
    Range of values: [0.0f, inf]. The default value is 0.5f.

    void setAlphaFade ( bool fade ) #

    Console: render_alpha_fade
    Sets a new value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

    Arguments

    • bool fade - Set true to enable alpha fading; false - to disable it. The default value is true.

    bool isAlphaFade() const#

    Console: render_alpha_fade
    Returns the current value indicating if alpha-blend fading (dithering) is enabled for objects. When the feature is enabled, objects LODs are smoothly blended into each other over a fade distance.

    Return value

    true if alpha fading is enabled; otherwise false. The default value is true.

    void setAuxiliary ( bool auxiliary ) #

    Console: render_auxiliary
    Sets a new value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

    Arguments

    • bool auxiliary - Set true to enable auxiliary render buffer; false - to disable it. The default value is true.

    bool isAuxiliary() const#

    Console: render_auxiliary
    Returns the current value indicating if auxiliary render buffer is used. The buffer should be enabled for render and post post-processes to work.

    Return value

    true if auxiliary render buffer is enabled; otherwise false. The default value is true.

    void setDecals ( bool decals ) #

    Console: render_decals
    Sets a new value indicating if rendering of decals is enabled.

    Arguments

    • bool decals - Set true to enable decals rendering; false - to disable it. The default value is true.

    bool isDecals() const#

    Console: render_decals
    Returns the current value indicating if rendering of decals is enabled.

    Return value

    true if decals rendering is enabled; otherwise false. The default value is true.

    void setTAA ( bool taa ) #

    Console: render_taa
    Sets a new value indicating if TAA (Temporal Anti-Aliasing) is enabled.

    Arguments

    • bool taa - Set true to enable TAA; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAA() const#

    Console: render_taa
    Returns the current value indicating if TAA (Temporal Anti-Aliasing) is enabled.

    Return value

    true if TAA is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAPreset ( int taapreset ) #

    Console: render_taa_preset
    Sets a new TAA (Temporal Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Temporal Anti-Aliasing options at run time
    Render::setTAAPreset(Render::getTAAPresetNumNames() - 1);
    
    // disabling the velocity clamping option
    Render::setTAAFramesByVelocity(false);

    Arguments

    • int taapreset - The preset index. One of the following values:
      • 0 - Sharpest (by default)
      • 1 - Sharp
      • 2 - Smooth
      • 3 - Smoothest
      • 4 - VR Mode
      • 5 - Custom

    int getTAAPreset() const#

    Console: render_taa_preset
    Returns the current TAA (Temporal Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Temporal Anti-Aliasing options at run time
    Render::setTAAPreset(Render::getTAAPresetNumNames() - 1);
    
    // disabling the velocity clamping option
    Render::setTAAFramesByVelocity(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Sharpest (by default)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smoothest
    • 4 - VR Mode
    • 5 - Custom

    int getTAAPresetNumNames() const#

    Returns the current number of TAA (Temporal Anti-Aliasing) presets.

    Return value

    Current number of presets.

    void setTAAFixFlicker ( bool flicker ) #

    Console: render_taa_fix_flicker
    Sets a new value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (see the setTAA() method) is enabled.
    Notice
    Enabling this option may increase performance costs.

    Arguments

    • bool flicker - Set true to enable TAA fix flicker option; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAAFixFlicker() const#

    Console: render_taa_fix_flicker
    Returns the current value indicating if the taa fix flicker option is enabled. This option fixes flickering edges caused by TAA: it removes bright pixels by using the pixel brightness information from the previous frame. It is recommended to enable the option for bright thin ropes, wires and lines. The option is available only when TAA (see the setTAA() method) is enabled.
    Notice
    Enabling this option may increase performance costs.

    Return value

    true if TAA fix flicker option is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAAntialiasingInMotion ( bool motion ) #

    Console: render_taa_antialiasing_in_motion
    Sets a new value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (see the setTAA() method) must be enabled.

    Arguments

    • bool motion - Set true to enable improved anti-aliasing in motion; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAAAntialiasingInMotion() const#

    Console: render_taa_antialiasing_in_motion
    Returns the current value indicating if improved anti-aliasing in motion (for moving camera and objects) is enabled. TAA (see the setTAA() method) must be enabled.

    Return value

    true if improved anti-aliasing in motion is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAFramesByColor ( bool color ) #

    Console: render_taa_frames_by_color
    Sets a new value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (see the setTAA() method) must be enabled.

    Arguments

    • bool color - Set true to enable TAA color clamping; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAAFramesByColor() const#

    Console: render_taa_frames_by_color
    Returns the current value indicating if TAA color clamping option is enabled. This option clamps the color of the current and previous frame. The image becomes more sharp. TAA (see the setTAA() method) must be enabled.

    Return value

    true if TAA color clamping is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAFramesByVelocity ( bool velocity ) #

    Console: render_taa_frames_by_velocity
    Sets a new value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.

    Arguments

    • bool velocity - Set true to enable TAA velocity clamping; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAAFramesByVelocity() const#

    Console: render_taa_frames_by_velocity
    Returns the current value indicating if the TAA velocity clamping option is enabled. This option controls the number of frames combined for pixels depending on the velocity in the fragment: the number of frames is clamped to the [Min frame count; Max frame count]. It reduces blurring in dynamic scenes with a lot of moving objects.

    Return value

    true if TAA velocity clamping is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAADiagonalNeighbors ( bool neighbors ) #

    Console: render_taa_diagonal_neighbors
    Sets a new value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.

    Arguments

    • bool neighbors - Set true to enable taking diagonally neighboring pixels into account in the process of color clamping; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAADiagonalNeighbors() const#

    Console: render_taa_diagonal_neighbors
    Returns the current value indicating if diagonally neighboring pixels are to be taken into account in the process of color clamping for TAA. This mode can be used for relatively static scenes when improved antialiasing is required. In case of a dynamic scene, blurring artefacts near the screen borders may appear.

    Return value

    true if taking diagonally neighboring pixels into account in the process of color clamping is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAPreserveDetails ( float details ) #

    Console: render_taa_preserve_details
    Sets a new detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

    Arguments

    • float details - The TAA detail level.
      Range of values: [0.0f, inf]. The default value is 0.5f.

    float getTAAPreserveDetails() const#

    Console: render_taa_preserve_details
    Returns the current detail level of TAA (Temporal Anti-Aliasing). The higher the value, the more detailed the image is. Can produce additional flickering.

    Return value

    Current TAA detail level.
    Range of values: [0.0f, inf]. The default value is 0.5f.

    void setTAAFrameCount ( float count ) #

    Console: render_taa_frame_count
    Sets a new frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (see the setTAAFramesByVelocity() method) is disabled.

    Arguments

    • float count - The TAA frame count value.
      Range of values: [0.0f, inf]. The default value is 30.0f.

    float getTAAFrameCount() const#

    Console: render_taa_frame_count
    Returns the current frame count of TAA (Temporal Anti-Aliasing). Specifies the number of frames combined for pixels. The higher the value, the more frames are combined into the final image and the better anti-aliasing. This value is used only when the Frames By Velocity option (see the setTAAFramesByVelocity() method) is disabled.

    Return value

    Current TAA frame count value.
    Range of values: [0.0f, inf]. The default value is 30.0f.

    void setTAAFramesVelocityThreshold ( float threshold ) #

    Console: render_taa_frames_velocity_threshold
    Sets a new velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (see the setTAA() method) and TAA velocity clamping (see the setTAAFramesByVelocity() method).

    Arguments

    • float threshold - The TAA velocity threshold.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getTAAFramesVelocityThreshold() const#

    Console: render_taa_frames_velocity_threshold
    Returns the current velocity threshold of TAA (Temporal Anti-Aliasing), at which pixels are treated as fast moving ones.This value specifies the intensity of velocity clamping. The following options must be enabled: TAA (see the setTAA() method) and TAA velocity clamping (see the setTAAFramesByVelocity() method).

    Return value

    Current TAA velocity threshold.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setTAAMaxFramesByVelocity ( float velocity ) #

    Console: render_taa_max_frames_by_velocity
    Sets a new maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.

    Arguments

    • float velocity - The number of frames.
      Range of values: [0.0f, inf]. The default value is 60.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getTAAMaxFramesByVelocity() const#

    Console: render_taa_max_frames_by_velocity
    Returns the current maximum frame count of TAA (Temporal Anti-Aliasing). Specifies the maximum number of frames in the velocity buffer combined for pixels that don't move relative to the screen space.

    Return value

    Current number of frames.
    Range of values: [0.0f, inf]. The default value is 60.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAMinFramesByVelocity ( float velocity ) #

    Console: render_taa_min_frames_by_velocity
    Sets a new minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.

    Arguments

    • float velocity - The number of frames.
      Range of values: [0.0f, inf]. The default value is 4.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getTAAMinFramesByVelocity() const#

    Console: render_taa_min_frames_by_velocity
    Returns the current minimum frame count of TAA (Temporal Anti-Aliasing). Specifies the minimum number of frames in the velocity buffer combined for fast moving pixels on the screen.

    Return value

    Current number of frames.
    Range of values: [0.0f, inf]. The default value is 4.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAPixelOffset ( float offset ) #

    Console: render_taa_pixel_offset
    Sets a new size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

    Arguments

    • float offset - The sample offset size.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getTAAPixelOffset() const#

    Console: render_taa_pixel_offset
    Returns the current size of the sample offset performed during subpixel jittering. The offset can be less than a pixel: for example, if 0.5 is set, frames will shift to half a pixel.

    Return value

    Current sample offset size.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAACatmullResampling ( bool resampling ) #

    Console: render_taa_catmull_resampling
    Sets a new value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.

    Arguments

    • bool resampling - Set true to enable Catmull-Rom resampling.; false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isTAACatmullResampling() const#

    Console: render_taa_catmull_resampling
    Returns the current value indicating if Catmull-Rom resampling is enabled. This option enables you to reduce image blurring when the camera moves forward/backward. It is recommended to disable resampling fow low-quality presets.

    Return value

    true if Catmull-Rom resampling. is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAASamples ( int taasamples ) #

    Console: render_taa_samples
    Sets a new number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (see the setTAA() method) must be enabled.

    Arguments

    • int taasamples - The number of samples. One of the following values:
      • 0 - 1 sample offset, no anti-aliasing
      • 1 - 4 offsets (by default)
      • 2 - 8 offsets
      • 3 - 16 offsets
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getTAASamples() const#

    Console: render_taa_samples
    Returns the current number of the sample offsets performed during subpixel jittering. The parameter allows reducing image jittering and blurring. By the minimum value of 0 (1 sample offset), there will be no offsets, and, therefore, no anti-aliasing. TAA (see the setTAA() method) must be enabled.

    Return value

    Current number of samples. One of the following values:
    • 0 - 1 sample offset, no anti-aliasing
    • 1 - 4 offsets (by default)
    • 2 - 8 offsets
    • 3 - 16 offsets
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setTAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setTAAEdgesFrameCountMultiplier ( float multiplier ) #

    Console: render_taa_edges_frame_count_multiplier
    Sets a new

    Arguments

    • float multiplier - The
      Range of values: [1.0f, inf]. The default value is 1.0f.

    float getTAAEdgesFrameCountMultiplier() const#

    Console: render_taa_edges_frame_count_multiplier
    Returns the current

    Return value

    Current
    Range of values: [1.0f, inf]. The default value is 1.0f.

    void setFXAA ( bool fxaa ) #

    Console: render_fxaa
    Sets a new value indicating if FXAA (post-process anti-aliasing) is enabled.

    Arguments

    • bool fxaa - Set true to enable FXAA (post-process anti-aliasing); false - to disable it. The default value is true.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isFXAA() const#

    Console: render_fxaa
    Returns the current value indicating if FXAA (post-process anti-aliasing) is enabled.

    Return value

    true if FXAA (post-process anti-aliasing) is enabled; otherwise false. The default value is true.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setFXAAIntensity ( float fxaaintensity ) #

    Console: render_fxaa_intensity
    Sets a new intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

    Arguments

    • float fxaaintensity - The intensity value.
      Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    float getFXAAIntensity() const#

    Console: render_fxaa_intensity
    Returns the current intensity of FXAA. Intensity specifies the sample offset of FXAA fragment. The higher the value, the more blurred image will be.

    Return value

    Current intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.0f.

    void setSupersampling ( float supersampling ) #

    Console: render_supersampling
    Sets a new number of samples per pixel used for supersampling.

    Arguments

    • float supersampling - The number of samples.
      Range of values: [1e-6f, 8.0f]. The default value is 1.0f.

    float getSupersampling() const#

    Console: render_supersampling
    Returns the current number of samples per pixel used for supersampling.

    Return value

    Current number of samples.
    Range of values: [1e-6f, 8.0f]. The default value is 1.0f.

    void setStereoFocusSupersampling ( float supersampling ) #

    Sets a new

    Arguments

    • float supersampling - The

    float getStereoFocusSupersampling() const#

    Returns the current

    Return value

    Current

    void setStereoHiddenAreaExposureTransform ( const Math::vec4& transform ) #

    Console: render_stereo_hidden_area_exposure_transform
    Sets a new area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (see the setStereoHiddenArea() method) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored when the hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
    All components are specified within the [0.0f, 1.0f] range.

    Arguments

    • const Math::vec4& transform - The four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
      (0.6f, 0.6f, 0.0f, 0.0f) - default value

    Math::vec4 getStereoHiddenAreaExposureTransform() const#

    Console: render_stereo_hidden_area_exposure_transform
    Returns the current area to be used for exposure calculation, when culling of pixels that are not visible in VR mode (see the setStereoHiddenArea() method) is enabled. Correction of this area is used to avoid visual artefacts when clipped pixels affect exposure in visible areas. A four-component vector (X, Y, Z, W):
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored when the hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
    All components are specified within the [0.0f, 1.0f] range.

    Return value

    Current four-component vector (X, Y, Z, W) defining a rectangular area to be used for exposure calculation.
    (0.6f, 0.6f, 0.0f, 0.0f) - default value

    void setStereoHiddenAreaTransform ( const Math::vec4& transform ) #

    Console: render_stereo_hidden_area_transform
    Sets a new size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored whenthe hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
    All components are specified within the [0.0f, 1.0f] range

    Arguments

    • const Math::vec4& transform - The four-component vector (X, Y, Z, W) defining the culling area parameters.
      (1.0f, 1.0f, 0.0f, 0.0f) - default value

    Math::vec4 getStereoHiddenAreaTransform() const#

    Console: render_stereo_hidden_area_transform
    Returns the current size and offset parameters for a new oval or circular mesh to be used for culling pixels, that are not visible in VR mode. A four-component vector (X, Y, Z, W), that determines an area to be used for exposure calculation, when culling of pixels, that are not visible in VR mode, is enabled:
    • First two components (X, Y) - sizes along the X and Y axes respectively.
    • Second two components (Z, W) - offset values along the X and Y axes respectively.
      Notice
      These components are ignored whenthe hidden area culling mode (see the setStereoHiddenArea() method) is set to 2
    All components are specified within the [0.0f, 1.0f] range

    Return value

    Current four-component vector (X, Y, Z, W) defining the culling area parameters.
    (1.0f, 1.0f, 0.0f, 0.0f) - default value

    void setStereoHiddenArea ( int area ) #

    Console: render_stereo_hidden_area
    Sets a new culling mode for pixels that are not visible in VR mode. One of the following values:
    • 0 - hidden area culling is disabled (by default).
    • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
      Notice
      Culling result depends on HMD used.
    • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (see the setStereoHiddenAreaTransform() method).
    This parameter is used for performance optimization.

    Arguments

    • int area - The culling mode. One of the following values:
      • 0 - disabled (by default)
      • 1 - OpenVR-based culling mode
      • 2 - Custom culling mode

    int getStereoHiddenArea() const#

    Console: render_stereo_hidden_area
    Returns the current culling mode for pixels that are not visible in VR mode. One of the following values:
    • 0 - hidden area culling is disabled (by default).
    • 1 - OpenVR-based culling mode. Culling is performed using meshes returned by OpenVR.
      Notice
      Culling result depends on HMD used.
    • 2 - Custom culling mode. Culling is performed using mesehes returned by OpenVR and an oval or circular mesh determined by custom adjustable parameters (see the setStereoHiddenAreaTransform() method).
    This parameter is used for performance optimization.

    Return value

    Current culling mode. One of the following values:
    • 0 - disabled (by default)
    • 1 - OpenVR-based culling mode
    • 2 - Custom culling mode

    void setStereoOffset ( float offset ) #

    Sets a new virtual camera offset (an offset after the perspective projection).

    Arguments

    • float offset - The offset, in units.

    float getStereoOffset() const#

    Returns the current virtual camera offset (an offset after the perspective projection).

    Return value

    Current offset, in units.

    void setStereoRadius ( float radius ) #

    Sets a new radius for stereo (the half of the separation distance between the cameras).

    Arguments

    • float radius - The radius, in units.

    float getStereoRadius() const#

    Returns the current radius for stereo (the half of the separation distance between the cameras).

    Return value

    Current radius, in units.

    void setStereoDistance ( float distance ) #

    Sets a new focal distance for stereo rendering (distance in the world space to the point where two views line up).

    Arguments

    • float distance - The focal distance, in units.

    float getStereoDistance() const#

    Returns the current focal distance for stereo rendering (distance in the world space to the point where two views line up).

    Return value

    Current focal distance, in units.

    void setVREmulation ( int vremulation ) #

    Console: render_vr_emulation
    Sets a new value indicating the current VR emulation mode.

    Arguments

    • int vremulation - The VR emulation mode One of the following values:
      • 0 - Disabled (by default)
      • 1 - HTC Vive
      • 2 - HTC Vive Pro
      • 3 - Oculus Rift

    int getVREmulation() const#

    Console: render_vr_emulation
    Returns the current value indicating the current VR emulation mode.

    Return value

    Current VR emulation mode One of the following values:
    • 0 - Disabled (by default)
    • 1 - HTC Vive
    • 2 - HTC Vive Pro
    • 3 - Oculus Rift

    float getAnimationOldTime() const#

    Returns the current previous render animation time for vegetation.

    Return value

    Current time, in milliseconds.

    void setAnimationTime ( float time ) #

    Sets a new render animation time for vegetation.

    Arguments

    • float time - The time, in milliseconds.

    float getAnimationTime() const#

    Returns the current render animation time for vegetation.

    Return value

    Current time, in milliseconds.

    void setAnimationWind ( const Math::vec3& wind ) #

    Console: render_animation_wind
    Sets a new direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

    Arguments

    • const Math::vec3& wind - The offset for vegetation affected by wind for X, Y and Z axes.
      (0.0f, 0.0f, 0.0f) - default value

    Math::vec3 getAnimationWind() const#

    Console: render_animation_wind
    Returns the current direction of wind for all vegetation (grass and trees). It is a multiplier for the stem offset (in grass, stem and leaves materials).

    Return value

    Current offset for vegetation affected by wind for X, Y and Z axes.
    (0.0f, 0.0f, 0.0f) - default value

    void setAnimationScale ( float scale ) #

    Console: render_animation_scale
    Sets a new global scale for rotation speed of vegetation leaves.

    Arguments

    • float scale - The scale factor.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getAnimationScale() const#

    Console: render_animation_scale
    Returns the current global scale for rotation speed of vegetation leaves.

    Return value

    Current scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setAnimationLeaf ( float leaf ) #

    Console: render_animation_leaf
    Sets a new global scale for rotation angle of vegetation leaves.

    Arguments

    • float leaf - The scale factor.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getAnimationLeaf() const#

    Console: render_animation_leaf
    Returns the current global scale for rotation angle of vegetation leaves.

    Return value

    Current scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setAnimationStem ( float stem ) #

    Console: render_animation_stem
    Sets a new global scale for movement amplitude of vegetation stems.

    Arguments

    • float stem - The scale factor.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getAnimationStem() const#

    Console: render_animation_stem
    Returns the current global scale for movement amplitude of vegetation stems.

    Return value

    Current scale factor.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setShadowDistance ( float distance ) #

    Console: render_shadow_distance
    Sets a new distance from the camera, beyond which shadows will not be rendered.
    Notice
    If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is 100.0f.

    float getShadowDistance() const#

    Console: render_shadow_distance
    Returns the current distance from the camera, beyond which shadows will not be rendered.
    Notice
    If this value is greater than the visibility distance for objects the shadows will still be rendered even though the objects themselves are not. Please, pay attention to setting these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is 100.0f.

    void setShadowDistanceScale ( float scale ) #

    Console: render_shadow_distance_scale
    Sets a new global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
    Notice
    If this value is greater than the scale multiplier for objects (see the setDistanceScale() method), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Arguments

    • float scale - The global shadow distance scale multiplier.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getShadowDistanceScale() const#

    Console: render_shadow_distance_scale
    Returns the current global scale multiplier for shadow distances. This option enables you to easily increase or decrease shadows rendering performance by changing the scale.
    Notice
    If this value is greater than the scale multiplier for objects (see the setDistanceScale() method), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Return value

    Current global shadow distance scale multiplier.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setReflectionDistance ( float distance ) #

    Console: render_reflection_distance
    Sets a new distance starting from which (and farther) reflections will not be rendered.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is inf.

    float getReflectionDistance() const#

    Console: render_reflection_distance
    Returns the current distance starting from which (and farther) reflections will not be rendered.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

    void setObjectDistance ( float distance ) #

    Console: render_object_distance
    Sets a new distance at which (and farther) objects will not be rendered.
    Notice
    If this value is less than the scale multiplier for shadows (see the setShadowDistanceScale() method), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is inf.

    float getObjectDistance() const#

    Console: render_object_distance
    Returns the current distance at which (and farther) objects will not be rendered.
    Notice
    If this value is less than the scale multiplier for shadows (see the setShadowDistanceScale() method), the shadows will still be rendered even though the objects themselves are not. Please, make sure you set these parameters properly to avoid wasting performance on rendering unnecessary shadows.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

    void setDecalDistance ( float distance ) #

    Console: render_decal_distance
    Sets a new distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is inf.

    float getDecalDistance() const#

    Console: render_decal_distance
    Returns the current distance at which (and farther) decals will not be rendered. The distance is measured from the camera to the decal's bound. If the value is greater than the World Distance value, the latter is used instead.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

    void setLightDistance ( float distance ) #

    Console: render_light_distance
    Sets a new distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is inf.

    float getLightDistance() const#

    Console: render_light_distance
    Returns the current distance at which (and farther) dynamic lights will not be rendered. The distance is measured from the camera to the light's bound. If the value is greater than the World Distance value, the latter is used instead.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

    void setFieldDistance ( float distance ) #

    Console: render_field_distance
    Sets a new distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

    Arguments

    • float distance - The distance, in units.
      Range of values: [0.0f, inf]. The default value is inf.

    float getFieldDistance() const#

    Console: render_field_distance
    Returns the current distance at which (and farther) field nodes will not be rendered. The distance is measured from the camera to the field's bound. If the value is greater than the World Distance value, the latter is used instead.

    Return value

    Current distance, in units.
    Range of values: [0.0f, inf]. The default value is inf.

    void setDistanceScale ( float scale ) #

    Console: render_distance_scale
    Sets a new global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent.

    Arguments

    • float scale - The global shadow distance scale multiplier.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getDistanceScale() const#

    Console: render_distance_scale
    Returns the current global distance multiplier for all distance parameters, such as the world rendering distance, decal distance, field distance, light distance, object distance, reflection distance, LODs, and surface visibility distances. This value enables you to easily increase or decrease rendering performance by changing the world extent.

    Return value

    Current global shadow distance scale multiplier.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setShadersPreload ( bool preload ) #

    Console: render_shaders_preload
    Sets a new value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
    Notice
    Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

    Arguments

    • bool preload - Set true to enable shaders pre-loading; false - to disable it. The default value is false.

    bool isShadersPreload() const#

    Console: render_shaders_preload
    Returns the current value indicating if all shaders that are used in the loaded world are compiled and loaded to RAM every time the world is loaded.
    Notice
    Pre-loading shaders results in significant memory consumption. It is recommended to use pre-generated shaders cache instead when possible (see the shaders_create command). In this case necessary shaders are loaded from cache to RAM on demand.

    Return value

    true if shaders pre-loading is enabled; otherwise false. The default value is false.

    void setForceStreaming ( bool streaming ) #

    Sets a new enables force-streaming for all resources.

    Arguments

    • bool streaming - Set true to enable true to enable force-streaming, false to disable it.; false - to disable it.

    bool isForceStreaming() const#

    Returns the current enables force-streaming for all resources.

    Return value

    true if true to enable force-streaming, false to disable it. is enabled; otherwise false.

    void setStreamingFirstFramesForce ( int force ) #

    Console: render_streaming_first_frames_force
    Sets a new number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up.

    Arguments

    • int force - The number of frames.
      Range of values: [0, INT_MAX]. The default value is 60.

    int getStreamingFirstFramesForce() const#

    Console: render_streaming_first_frames_force
    Returns the current number of frames to load immediately after the first frame. It will make the scene appear right at the application start-up.

    Return value

    Current number of frames.
    Range of values: [0, INT_MAX]. The default value is 60.

    void setStreamingMaxThreads ( int threads ) #

    Console: render_streaming_max_threads
    Sets a new maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

    Arguments

    • int threads - The maximum number of threads for streaming.
      Range of values: [1, 256]. The default value is 1.

    int getStreamingMaxThreads() const#

    Console: render_streaming_max_threads
    Returns the current maximum number of threads used for streaming. Higher number of threads results in faster streaming, but may cause spikes in case of excessive consumption of GPU resources.

    Return value

    Current maximum number of threads for streaming.
    Range of values: [1, 256]. The default value is 1.

    void setStreamingParticlesMemoryLimit ( int limit ) #

    Console: render_streaming_particles_memory_limit
    Sets a new cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
    Notice
    Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

    Arguments

    • int limit - The memory limit, in percentage of the total GPU memory.
      Range of values: [0, 100]. The default value is 3.

    int getStreamingParticlesMemoryLimit() const#

    Console: render_streaming_particles_memory_limit
    Returns the current cache memory limit for vertices of particle systems, in percentage of the total GPU memory.
    Notice
    Setting a too low limit for a huge number of particle systems in the scene may lead to rendering only some of them.

    Return value

    Current memory limit, in percentage of the total GPU memory.
    Range of values: [0, 100]. The default value is 3.

    void setStreamingBudgetLoading ( float loading ) #

    Console: render_streaming_budget_loading
    Sets a new time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed.

    Arguments

    • float loading - The time limit in milliseconds per frame.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getStreamingBudgetLoading() const#

    Console: render_streaming_budget_loading
    Returns the current time limit for loading graphics resources, in milliseconds per frame. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the resource loading speed.

    Return value

    Current time limit in milliseconds per frame.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setStreamingBudgetDestroyTextures ( float textures ) #

    Console: render_streaming_budget_destroy_textures
    Sets a new time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed.

    Arguments

    • float textures - The time limit in milliseconds per frame.
      Range of values: [0.0f, inf]. The default value is 0.1f.

    float getStreamingBudgetDestroyTextures() const#

    Console: render_streaming_budget_destroy_textures
    Returns the current time limit for deleting textures, in milliseconds per frame. The Engine will distribute the textures cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the texture unloading speed.

    Return value

    Current time limit in milliseconds per frame.
    Range of values: [0.0f, inf]. The default value is 0.1f.

    void setStreamingBudgetDestroyMeshes ( float meshes ) #

    Console: render_streaming_budget_destroy_meshes
    Sets a new time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed.

    Arguments

    • float meshes - The time limit in milliseconds per frame.
      Range of values: [0.0f, inf]. The default value is 0.1f.

    float getStreamingBudgetDestroyMeshes() const#

    Console: render_streaming_budget_destroy_meshes
    Returns the current time limit for deleting meshes, in milliseconds per frame. The Engine will distribute the meshes cleanup process by the required number frames in order to not exceed the time limit. The number of frames will also depend on the amount of content in the scene and the computing capacity. Increasing the limit leads to increasing the streaming performance. However, memory consumption also increases due to a decrease in the mesh unloading speed.

    Return value

    Current time limit in milliseconds per frame.
    Range of values: [0.0f, inf]. The default value is 0.1f.

    void setStreamingTexturesMode ( Render::STREAMING_TEXTURES mode ) #

    Console: render_streaming_textures_mode
    Sets a new streaming mode for textures. The following modes are available:
    • Async - asynchronous loading of textures.
    • Force - force-loading of textures required for each frame at ones.

    Arguments

    • Render::STREAMING_TEXTURES mode - The One of the following values:
      • 0 - asynchronous streaming (by default)
      • 1 - force-loading of resources

    Render::STREAMING_TEXTURES getStreamingTexturesMode() const#

    Console: render_streaming_textures_mode
    Returns the current streaming mode for textures. The following modes are available:
    • Async - asynchronous loading of textures.
    • Force - force-loading of textures required for each frame at ones.

    Return value

    Current One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources

    void setStreamingTexturesMemoryLimit ( int limit ) #

    Console: render_streaming_textures_memory_limit
    Sets a new cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded.

    Arguments

    • int limit - The memory limit, in percentage of the total GPU memory.
      Range of values: [0, 100]. The default value is 65.

    int getStreamingTexturesMemoryLimit() const#

    Console: render_streaming_textures_memory_limit
    Returns the current cache memory limit used for textures streaming. This is a recommended value to aim for. So, it can be exceeded if textures are required to render the current frame. The memory limit is associated with the lifetime: textures are deleted from video memory only when both values are exceeded.

    Return value

    Current memory limit, in percentage of the total GPU memory.
    Range of values: [0, 100]. The default value is 65.

    void setStreamingTexturesLifeTime ( int time ) #

    Console: render_streaming_textures_life_time
    Sets a new lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded.

    Arguments

    • int time - The GPU cache lifetime, number of frames.
      Range of values: [1, 60]. The default value is 4.

    int getStreamingTexturesLifeTime() const#

    Console: render_streaming_textures_life_time
    Returns the current lifetime of GPU cache used for textures rendering. The engine deletes textures after this time only if the specified memory limit for textures streaming is also exceeded.

    Return value

    Current GPU cache lifetime, number of frames.
    Range of values: [1, 60]. The default value is 4.

    void setStreamingTexturesCacheResolution ( int resolution ) #

    Console: render_streaming_textures_cache_resolution
    Sets a new resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

    Arguments

    • int resolution - The Resolution for texture cache elements. One of the following values:
      • 0 - 8x8
      • 1 - 16x16 (by default)
      • 2 - 32x32
      • 3 - 64x64
      • 4 - 128x128
      • 5 - 256x256
      • 6 - 512x512

    int getStreamingTexturesCacheResolution() const#

    Console: render_streaming_textures_cache_resolution
    Returns the current resolution for texture cache elements. These minimized copies of textures are used instead of the originals while the latter are loaded.

    Return value

    Current Resolution for texture cache elements. One of the following values:
    • 0 - 8x8
    • 1 - 16x16 (by default)
    • 2 - 32x32
    • 3 - 64x64
    • 4 - 128x128
    • 5 - 256x256
    • 6 - 512x512

    void setStreamingMeshesModeVRAM ( Render::STREAMING_MESHES vram ) #

    Console: render_streaming_meshes_mode_vram
    Sets a new streaming mode for loading meshes to video memory (VRAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

    Arguments

    • Render::STREAMING_MESHES vram - The streaming mode. One of the following values:
      • 0 - asynchronous streaming (by default)
      • 1 - force-loading of resources
      • 2 - loading of all resources

    Render::STREAMING_MESHES getStreamingMeshesModeVRAM() const#

    Console: render_streaming_meshes_mode_vram
    Returns the current streaming mode for loading meshes to video memory (VRAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

    Return value

    Current streaming mode. One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources
    • 2 - loading of all resources

    void setStreamingMeshesLimitVRAM ( int vram ) #

    Console: render_streaming_meshes_limit_vram
    Sets a new memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded.

    Arguments

    • int vram - The memory limit, in percentage of the total video memory.
      Range of values: [0, 100]. The default value is 4.

    int getStreamingMeshesLimitVRAM() const#

    Console: render_streaming_meshes_limit_vram
    Returns the current memory limit used for loading meshes to video memory (VRAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required to render the current frame. The memory limit is associated with the lifetime: meshes are deleted from VRAM only when both values are exceeded.

    Return value

    Current memory limit, in percentage of the total video memory.
    Range of values: [0, 100]. The default value is 4.

    void setStreamingMeshesLifeTimeVRAM ( int vram ) #

    Console: render_streaming_meshes_life_time_vram
    Sets a new lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded.

    Arguments

    • int vram - The lifetime of meshes in video memory, number of frames.
      Range of values: [0, 60]. The default value is 4.

    int getStreamingMeshesLifeTimeVRAM() const#

    Console: render_streaming_meshes_life_time_vram
    Returns the current lifetime of meshes in video memory since the last time they were accessed. The engine deletes meshes after this time only if the specified VRAM limit is also exceeded.

    Return value

    Current lifetime of meshes in video memory, number of frames.
    Range of values: [0, 60]. The default value is 4.

    void setStreamingMeshesModeRAM ( Render::STREAMING_MESHES ram ) #

    Console: render_streaming_meshes_mode_ram
    Sets a new streaming mode for loading meshes to memory (RAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

    Arguments

    • Render::STREAMING_MESHES ram - The streaming mode. One of the following values:
      • 0 - asynchronous streaming (by default)
      • 1 - force-loading of resources
      • 2 - loading of all resources

    Render::STREAMING_MESHES getStreamingMeshesModeRAM() const#

    Console: render_streaming_meshes_mode_ram
    Returns the current streaming mode for loading meshes to memory (RAM). The following modes are available:
    • Async - asychronous loading of meshes.
    • Force - force-loading of meshes required for the current frame at once.
    • All - loading all meshes available in the project on the application start-up. This mode is good for small projects with few meshes.

    Return value

    Current streaming mode. One of the following values:
    • 0 - asynchronous streaming (by default)
    • 1 - force-loading of resources
    • 2 - loading of all resources

    void setStreamingMeshesLimitRAM ( int ram ) #

    Console: render_streaming_meshes_limit_ram
    Sets a new memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded.

    Arguments

    • int ram - The memory limit, in percentage of the total memory.
      Range of values: [1, 100]. The default value is 5.

    int getStreamingMeshesLimitRAM() const#

    Console: render_streaming_meshes_limit_ram
    Returns the current memory limit used for loading meshes to memory (RAM). This is a recommended value to aim for. So, it can be exceeded if meshes are required for the current frame. The memory limit is associated with the lifetime: meshes are deleted from RAM only when both values are exceeded.

    Return value

    Current memory limit, in percentage of the total memory.
    Range of values: [1, 100]. The default value is 5.

    void setStreamingMeshesLifeTimeRAM ( int ram ) #

    Console: render_streaming_meshes_life_time_ram
    Sets a new lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded.

    Arguments

    • int ram - The lifetime of meshes in memory, number of frames.
      Range of values: [1, 60]. The default value is 20.

    int getStreamingMeshesLifeTimeRAM() const#

    Console: render_streaming_meshes_life_time_ram
    Returns the current lifetime of meshes in memory since the last time they were accessed. The engine deletes meshes after this time only if the RAM limit is also exceeded.

    Return value

    Current lifetime of meshes in memory, number of frames.
    Range of values: [1, 60]. The default value is 20.

    void setStreamingMeshesPrefetchCollision ( Render::STREAMING_MESHES_PREFETCH collision ) #

    Console: render_streaming_meshes_prefetch_collision
    Sets a new mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - meshes within the prefetch radius are loaded.
    • Full - all meshes with the Collision flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.

    Arguments


    Render::STREAMING_MESHES_PREFETCH getStreamingMeshesPrefetchCollision() const#

    Console: render_streaming_meshes_prefetch_collision
    Returns the current mode of asynchronous pre-loading of meshes to memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Collision flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - meshes within the prefetch radius are loaded.
    • Full - all meshes with the Collision flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.

    Return value

    Current pre-loading mode. One of the following values:
    • 0 - disable (by default)
    • 1 - physics
    • 2 - full

    void setStreamingMeshesPrefetchIntersection ( Render::STREAMING_MESHES_PREFETCH intersection ) #

    Console: render_streaming_meshes_prefetch_intersection
    Sets a new mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - all meshes within the prefetch radius are loaded.
    • Full - all meshes with the Intersection flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.

    Arguments


    Render::STREAMING_MESHES_PREFETCH getStreamingMeshesPrefetchIntersection() const#

    Console: render_streaming_meshes_prefetch_intersection
    Returns the current mode of asynchronous pre-loading of meshes into memory before they are used. Pre-loading is available only for meshes, which have at least one surface with the Intersection flag set. There are 3 modes of loading such meshes to RAM:
    • Disable - loading is disabled.
    • Radius - all meshes within the prefetch radius are loaded.
    • Full - all meshes with the Intersection flag are loaded.
    This method should be used when the Async streaming mode for meshes is set.

    Return value

    Current pre-loading mode. One of the following values:
    • 0 - disable (by default)
    • 1 - physics
    • 2 - full

    void setStreamingMeshesPrefetchRadius ( float radius ) #

    Console: render_streaming_meshes_prefetch_radius
    Sets a new radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated.

    Arguments

    • float radius - The prefetch radius.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getStreamingMeshesPrefetchRadius() const#

    Console: render_streaming_meshes_prefetch_radius
    Returns the current radius within which meshes are pre-loaded into memory. The value should exceed the physics radius (for collisions) and/or the radius within which intersections are calculated.

    Return value

    Current prefetch radius.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setTexturesAnisotropy ( int anisotropy ) #

    Console: render_textures_anisotropy
    Sets a new anisotropy level for textures (degree of anisotropic filtering).

    Arguments

    • int anisotropy - The anisotropy level: One of the following values:
      • 0 - level 1
      • 1 - level 2
      • 2 - level 4
      • 3 - level 8 (by default)
      • 4 - level 16

    int getTexturesAnisotropy() const#

    Console: render_textures_anisotropy
    Returns the current anisotropy level for textures (degree of anisotropic filtering).

    Return value

    Current anisotropy level: One of the following values:
    • 0 - level 1
    • 1 - level 2
    • 2 - level 4
    • 3 - level 8 (by default)
    • 4 - level 16

    void setTexturesFilter ( int filter ) #

    Console: render_textures_filter
    Sets a new texture filtering mode.

    Arguments

    • int filter - The texture filtering mode. One of the following values:
      • 0 - Bilinear
      • 1 - Trilinear (by default)

    int getTexturesFilter() const#

    Console: render_textures_filter
    Returns the current texture filtering mode.

    Return value

    Current texture filtering mode. One of the following values:
    • 0 - Bilinear
    • 1 - Trilinear (by default)

    void setTexturesMinResolution ( int resolution ) #

    Console: render_textures_min_resolution
    Sets a new minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

    Arguments

    • int resolution - The resolution. One of the following values:
      • 0 - 128x128 (by default)
      • 1 - 256x256
      • 2 - 512x512
      • 3 - 1024x1024
      • 4 - 2048x2048
      • 5 - 4096x4096
      • 6 - 8192x8192
      • 7 - 16384x16384

    int getTexturesMinResolution() const#

    Console: render_textures_min_resolution
    Returns the current minimum resolution of all textures. The Engine doesn't compress existing textures: it uses specified mip maps of *.dds textures.

    Return value

    Current resolution. One of the following values:
    • 0 - 128x128 (by default)
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192
    • 7 - 16384x16384

    void setTexturesMaxResolution ( int resolution ) #

    Console: render_textures_max_resolution
    Sets a new maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

    Arguments

    • int resolution - The resolution. One of the following values:
      • 0 - 128x128
      • 1 - 256x256
      • 2 - 512x512
      • 3 - 1024x1024
      • 4 - 2048x2048
      • 5 - 4096x4096
      • 6 - 8192x8192 (by default)
      • 7 - 16384x16384

    int getTexturesMaxResolution() const#

    Console: render_textures_max_resolution
    Returns the current maximum resolution of all textures. the engine doesn't compress existing textures: it uses specified mipmaps of *.dds textures.

    Return value

    Current resolution. One of the following values:
    • 0 - 128x128
    • 1 - 256x256
    • 2 - 512x512
    • 3 - 1024x1024
    • 4 - 2048x2048
    • 5 - 4096x4096
    • 6 - 8192x8192 (by default)
    • 7 - 16384x16384

    void setTexturesQuality ( int quality ) #

    Console: render_textures_quality
    Sets a new resolution of textures.

    Arguments

    • int quality - The One of the QUALITY_* pre-defined variables. One of the following values:
      • Low - low quality
      • Medium - medium quality
      • High - high quality (by default)

    int getTexturesQuality() const#

    Console: render_textures_quality
    Returns the current resolution of textures.

    Return value

    Current One of the QUALITY_* pre-defined variables. One of the following values:
    • Low - low quality
    • Medium - medium quality
    • High - high quality (by default)

    void setLatency ( int latency ) #

    Console: render_latency
    Sets a new maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
    Notice
    Values 1-3 are available for DirectX only.

    Arguments

    • int latency - The Maximum number of back buffer frames allowed. One of the following values:
      • 0 - sequential rendering CPU-GPU-CPU-GPU...
      • 1 - 1 buffer (by default)
      • 2 - 2 buffers
      • 3 - 3 buffers

    int getLatency() const#

    Console: render_latency
    Returns the current maximum number of back buffer frames that a driver is allowed to queue for rendering. The buffers are used for GPU load optimization: in certain cases several command buffers (frames) can be processed by GPU at once increasing the Waiting GPU time for one frame and having zero Waiting GPU time for the next ones. Thus, GPU avoids rendering spikes, but increased Waiting GPU time will cause a spike in application logic, in case when the logic is bound to duration of a single frame. Frame latency is the number of frames that are allowed to be stored in a queue before submission for rendering. Latency is often used to control how the CPU chooses between responding to user input and frames that are in the render queue. In certain cases (high GPU load, VSYNC usage) it may be required to queue more frames of data, it is also beneficial for applications with no user input (e.g., video playback).
    Notice
    Values 1-3 are available for DirectX only.

    Return value

    Current Maximum number of back buffer frames allowed. One of the following values:
    • 0 - sequential rendering CPU-GPU-CPU-GPU...
    • 1 - 1 buffer (by default)
    • 2 - 2 buffers
    • 3 - 3 buffers

    void setDeferredMaterialGUID ( UGUID guid ) #

    Sets a new material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

    Arguments

    • UGUID guid - The material GUID.

    UGUID getDeferredMaterialGUID() const#

    Returns the current material that will be used on the Deferred Composite stage of rendering sequence. A debug material can be put here in order to be added to the final image.

    Return value

    Current material GUID.

    void setDebug ( bool debug ) #

    Console: render_debug
    Sets a new value indicating whether debug materials (the debug_materials material) are rendered. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

    Arguments

    • bool debug - Set true to enable rendering of debug materials; false - to disable it. The default value is false.

    bool isDebug() const#

    Console: render_debug
    Returns the current value indicating whether debug materials (the debug_materials material) are rendered. Debug materials can be used for debugging of image generation stages. For example, you can render only SSR, or only cubemaps and so on.

    Return value

    true if rendering of debug materials is enabled; otherwise false. The default value is false.

    void setGbufferLightmap ( bool lightmap ) #

    Console: render_gbuffer_lightmap
    Sets a new value indicating if lightmap data is stored in the gbuffer.

    Arguments

    • bool lightmap - Set true to enable storing lightmap data in the GBuffer; false - to disable it. The default value is true.

    bool isGbufferLightmap() const#

    Console: render_gbuffer_lightmap
    Returns the current value indicating if lightmap data is stored in the gbuffer.

    Return value

    true if storing lightmap data in the GBuffer is enabled; otherwise false. The default value is true.

    void setDepthPrePass ( bool pass ) #

    Console: render_depth_pre_pass
    Sets a new value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
    Notice
    This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

    Arguments

    • bool pass - Set true to enable depth pre-pass rendering; false - to disable it. The default value is false.

    bool isDepthPrePass() const#

    Console: render_depth_pre_pass
    Returns the current value indicating if depth pre-pass rendering is enabled. When enabled, an additional depth buffer rendering pass is performed in the beginning of the rendering sequence.
    Notice
    This option can be used to gain performance for well optimized scenes using LODs and having a low-to-medium number of triangles in case of GPU bottlenecks. In other cases (heavy CAD models, large number of triangles and CPU bottlenecks) it may reduce performance, so it is recommended to use profiling tools to make sure that a positive effect is obtained.

    Return value

    true if depth pre-pass rendering is enabled; otherwise false. The default value is false.

    void setVirtualResolution ( const Math::vec2& resolution ) #

    Console: render_virtual_resolution
    Sets a new virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

    Arguments

    • const Math::vec2& resolution - The virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
      -1; -1 - default value

    Math::vec2 getVirtualResolution() const#

    Console: render_virtual_resolution
    Returns the current virtual screen resolution. This option can be used to render video with high resolution (e.g. 8K) regardless of monitor's resolution.

    Return value

    Current virtual screen resolution (X, Y), in pixels ([screen_width] [screen_height])
    -1; -1 - default value

    void setMaxFPS ( float fps ) #

    Console: render_max_fps
    Sets a new maximum FPS value, to which rendering FPS is to be clamped.
    0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

    Arguments

    • float fps - The maximum FPS value for clamping.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getMaxFPS() const#

    Console: render_max_fps
    Returns the current maximum FPS value, to which rendering FPS is to be clamped.
    0 - disables FPS clamping. Both VSync, and Max FPS are actually about an additional idle period at the end of the frame. In case of VSync the Engine shall wait for the monitor to draw the whole image, while Max FPS enables you to specify any value for the delay (even a fractional, like 24.5). This clamping limit can be used for both debugging purposes and in the final build as well enabling you to smooth an unstable "jigsaw" framerate. For example, in case FPS jumps between 45 and 90, setting Max FPS to 45 may significantly improve your application's response visually.

    Return value

    Current maximum FPS value for clamping.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setVSync ( Render::VSYNC vsync ) #

    Console: render_vsync
    Sets a new vertical synchronization (vsync) mode. The following modes are available:

    Arguments

    • Render::VSYNC vsync - The vertical synchronization mode (see the VSYNC_* variables). One of the following values:
      • 0 - Disable (by default)
      • 1 - Strict
      • 2 - Adaptive

    Render::VSYNC getVSync() const#

    Console: render_vsync
    Returns the current vertical synchronization (vsync) mode. The following modes are available:

    Return value

    Current vertical synchronization mode (see the VSYNC_* variables). One of the following values:
    • 0 - Disable (by default)
    • 1 - Strict
    • 2 - Adaptive

    void setBorder ( const Math::vec2& border ) #

    Console: render_border
    Sets a new width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
    Notice
    Increasing the width of the border may increase performance costs.

    Arguments

    • const Math::vec2& border - The vector with components representing border sizes: X - width, Y - height.
      (0, 0) - default value

    Math::vec2 getBorder() const#

    Console: render_border
    Returns the current width and height of the image border (in pixels), to be rendered outside the horizontal bounds of the screen to reduce artefacts of post effects.
    Notice
    Increasing the width of the border may increase performance costs.

    Return value

    Current vector with components representing border sizes: X - width, Y - height.
    (0, 0) - default value

    void setBudget ( float budget ) #

    Console: render_budget
    Sets a new render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

    Arguments

    • float budget - The render budget value, in seconds.
      Range of values: [0.0f, inf]. The default value is 1/60.

    float getBudget() const#

    Console: render_budget
    Returns the current render budget value, in seconds, which limits the number of loaded/created graphics resources during a frame according to loading/creation time.

    Return value

    Current render budget value, in seconds.
    Range of values: [0.0f, inf]. The default value is 1/60.

    void setCompositeMaterialGUID ( UGUID guid ) #

    Sets a new GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

    Arguments

    • UGUID guid - The composite material GUID.

    UGUID getCompositeMaterialGUID() const#

    Returns the current GUID of a custom composite material that specifies a custom shader used for the final composition of the full-screen image instead of the default one.

    Return value

    Current composite material GUID.

    int getNumScriptableMaterials() const#

    Returns the current total number of scriptable materials applied globally.

    Return value

    Current total number of global scriptable materials.

    void setViewport ( const Ptr<Viewport> & viewport ) #

    Sets a new custom viewport set for the main application window. To get the main viewport regardless of whether it is a custom or default one use getViewportMain_Viewport().
    Notice
    In case the default viewport is used the return value will be nullptr

    Arguments

    • const Ptr<Viewport> & viewport - The custom main viewport instance.

    const Ptr<Viewport> & getViewport() const#

    Returns the current custom viewport set for the main application window. To get the main viewport regardless of whether it is a custom or default one use getViewportMain_Viewport().
    Notice
    In case the default viewport is used the return value will be nullptr

    Return value

    Current custom main viewport instance.

    Ptr<Viewport> getViewportMain() const#

    Returns the current main application window viewport. The return value is the main application window viewport, regardless of whether it is a custom or default one (unlike the getViewport()).

    Return value

    Current main viewport instance.

    void setViewportMode ( Render::VIEWPORT_MODE mode ) #

    Console: render_viewport_mode
    Sets a new viewport rendering mode. The following modes are available:
    • Default — default rendering mode.
    • Curved Panorama 180 — 180-degree panorama with curved edges.
    • Curved Panorama 360 — 360-degree panorama with curved edges.
    • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
    • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
    • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
    • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
    • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
    • Horizontal — horizontal stereo mode.
    • Vertical — vertical stereo mode.
    Notice
    If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

    Arguments

    • Render::VIEWPORT_MODE mode - The viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). One of the following values:
      • 0 - Default (by default)
      • 1 - Curved Panorama 180
      • 2 - Curved Panorama 360
      • 3 - Linear Panorama 180
      • 4 - Linear Panorama 360
      • 5 - Panorama Fisheye Orthographic
      • 6 - Panorama Fisheye Equidistant
      • 7 - Panorama Fisheye Stereographic
      • 8 - Panorama Fisheye Equisolid
      • 9 - Anaglyph
      • 10 - Interlaced
      • 11 - Horizontal
      • 12 - Vertical

    Render::VIEWPORT_MODE getViewportMode() const#

    Console: render_viewport_mode
    Returns the current viewport rendering mode. The following modes are available:
    • Default — default rendering mode.
    • Curved Panorama 180 — 180-degree panorama with curved edges.
    • Curved Panorama 360 — 360-degree panorama with curved edges.
    • Linear Panorama 180 — 180-degree linear panorama without distortion at the edges.
    • Linear Panorama 360 — 360-degree linear panorama without distortion at the edges.
    • Panorama Fisheye Orthographic — orthographic spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Equidistant — equidistant (tru-theta or f-theta) spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Stereographic — stereographic spherical panorama (fisheye) with an adjustable Field of View.
    • Panorama Fisheye Equisolid — equisolid (equal-area) spherical panorama (fisheye) with an adjustable Field of View.
    • Anaglyph — stereo mode that is viewed with red-cyan anaglyph glasses.
    • Interlaced — stereo mode that is used with interlaced stereo monitors and polarized 3D glasses.
    • Horizontal — horizontal stereo mode.
    • Vertical — vertical stereo mode.
    Notice
    If the panoramic rendering is enabled, underwater shafts and water line effects will be disabled.

    Return value

    Current viewport rendering mode (default, stereo, or panoramic - see the VIEWPORT_MODE_* variables). One of the following values:
    • 0 - Default (by default)
    • 1 - Curved Panorama 180
    • 2 - Curved Panorama 360
    • 3 - Linear Panorama 180
    • 4 - Linear Panorama 360
    • 5 - Panorama Fisheye Orthographic
    • 6 - Panorama Fisheye Equidistant
    • 7 - Panorama Fisheye Stereographic
    • 8 - Panorama Fisheye Equisolid
    • 9 - Anaglyph
    • 10 - Interlaced
    • 11 - Horizontal
    • 12 - Vertical

    void setShaderDefines ( const char * defines ) #

    Console: render_defines
    Sets a new Macros list related to the renderer (defines to make corresponding resources available in shaders).

    Arguments

    • const char * defines - The Additional shader defines.

    const char * getShaderDefines() const#

    Console: render_defines
    Returns the current Macros list related to the renderer (defines to make corresponding resources available in shaders).

    Return value

    Current Additional shader defines.

    void setClearBufferMask ( int mask ) #

    Sets a new buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
    Source code (C++)
    Render::setClearBufferMask(RenderState::BUFFER_ALL); 
    // color, depth & stencil buffers will be cleared
    Render::setClearBufferMask(RenderState::BUFFER_NONE); 
    // no buffers will be cleared (useful if you want to embed the engine somewhere)
    Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
    // only the depth buffer will be cleared
    
    // masks can be combined:
    Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
    // color and stencil buffer will be cleared
    
    // there is a separate BUFFER_DEPTH_STENCIL mask for convenience
    Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

    Arguments


    int getClearBufferMask() const#

    Returns the current buffer cleanup mask. This mask determines which buffers are to be cleared next time the Engine::render() is called. Thus, you can determine the contents of which buffers is to be kept, avoiding situations, when necessary data is cleared.
    Source code (C++)
    Render::setClearBufferMask(RenderState::BUFFER_ALL); 
    // color, depth & stencil buffers will be cleared
    Render::setClearBufferMask(RenderState::BUFFER_NONE); 
    // no buffers will be cleared (useful if you want to embed the engine somewhere)
    Render::setClearBufferMask(RenderState::BUFFER_DEPTH); 
    // only the depth buffer will be cleared
    
    // masks can be combined:
    Render::setClearBufferMask(BUFFER_COLOR | BUFFER_STENCIL); 
    // color and stencil buffer will be cleared
    
    // there is a separate BUFFER_DEPTH_STENCIL mask for convenience
    Render::clearBufferMask(BUFFER_DEPTH_STENCIL);

    Return value

    Current Buffer mask: one of the RenderState::BUFFER_* variables.

    void setFirstFrame ( bool frame ) #

    Sets a new value indicating if the first frame is enabled over the current frame.

    Arguments

    • bool frame - Set true to enable first frame over the current frame; false - to disable it.

    bool isFirstFrame() const#

    Returns the current value indicating if the first frame is enabled over the current frame.

    Return value

    true if first frame over the current frame is enabled; otherwise false.

    void setData ( const char * data ) #

    Sets a new user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
    Source code (XML)
    <world version="1.21">
    	<render>
    		<data>User data</data>
    	</render>
    </world>

    Arguments

    • const char * data - The user data. The data can contain an XML formatted string.

    const char * getData() const#

    Returns the current user data associated with the render. This string is written directly into a *.world file. Namely, into the data child tag of the render tag, for example:
    Source code (XML)
    <world version="1.21">
    	<render>
    		<data>User data</data>
    	</render>
    </world>

    Return value

    Current user data. The data can contain an XML formatted string.

    int getMaxFieldShorelines() const#

    Returns the current maximum limit of FieldShoreline nodes allowed to be used in shaders.
    Notice
    Higher values will affect shader compilation time and performance

    Return value

    Current maximum number of FieldShoreline nodes allowed.

    int getMaxFieldHeights() const#

    Returns the current maximum limit of FieldHeight nodes allowed to be used in shaders.
    Notice
    Higher values will affect shader compilation time and performance

    Return value

    Current maximum number of FieldHeight nodes allowed.

    int getMaxFieldAnimations() const#

    Returns the current maximum limit of FieldAnimation nodes allowed to be used in shaders.
    Notice
    Higher values will affect shader compilation time and performance

    Return value

    Current maximum number of FieldAnimation nodes allowed.

    int getMaxFieldSpacers() const#

    Returns the current maximum limit of FieldSpacer nodes allowed to be used in shaders.
    Notice
    Higher values will affect shader compilation time and performance

    Return value

    Current maximum number of FieldSpacer nodes allowed.

    int getNumInstances() const#

    Returns the current maximum number of instances that can be rendered for each of the following node types:
    Notice
    Returned value depends on the graphics API used.

    Return value

    Current maximum number of instances.

    bool isIsFlipped() const#

    Returns the current value indicating render orientation.
    Source code (C++)
    TexturePtr texture;
    TexturePtr texture_2;
    float uv_x, uv_y;
    //...
    float flip_sign = (Render::isFlipped() ? -1.0f : 1.0f);
    float translate_x = 2.0f * uv_x - 1.0f;
    float translate_y = flip_sign * (2.0f * uv_y - 1.0f);
    float scale_x = texture->getWidth() / texture_2->getWidth();
    float scale_y = texture->getHeight() / texture_2->getHeight();
    
    Math::mat4 transform = Math::translate(translate_x, translate_y, 0.0f) * Math::scale(scale_x, scale_y, 1.0f);

    Return value

    true if render flipping is enabled; otherwise false.

    int getGPUMemory() const#

    Console: gpu_memory
    Returns the current amount of memory provided by the current GPU.

    Return value

    Current amount of memory, in Mbytes.

    int getGPUName() const#

    Returns the current name of the current GPU.

    Return value

    Current GPU name.

    int getAPI() const#

    Returns the current Graphics API, or API_UNKNOWN if API cannot be identified.

    Return value

    Current graphics API flag (see API_* variables).

    void setLandscapeCacheCPUSize ( int cpusize ) #

    Console: render_landscape_cache_cpu_size
    Sets a new CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

    Arguments

    • int cpusize - The CPU cache size, in percentage of the total CPU memory.
      Range of values: [1, 100]. The default value is 10.

    int getLandscapeCacheCPUSize() const#

    Console: render_landscape_cache_cpu_size
    Returns the current CPU cache size to be used for landscape terrain rendering, in percentage of the total memory. CPU cache size affects intersections, physics, streaming, etc. The size of CPU cache depends on the scene.

    Return value

    Current CPU cache size, in percentage of the total CPU memory.
    Range of values: [1, 100]. The default value is 10.

    void setLandscapeCacheCPUPrefetchRadius ( float radius ) #

    Console: render_landscape_cache_cpu_prefetch_radius
    Sets a new radius within which heights data is pre-loaded into memory for correct calculation of collisions and intersections.

    Arguments

    • float radius - The radius within which heights data is pre-loaded into memory.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getLandscapeCacheCPUPrefetchRadius() const#

    Console: render_landscape_cache_cpu_prefetch_radius
    Returns the current radius within which heights data is pre-loaded into memory for correct calculation of collisions and intersections.

    Return value

    Current radius within which heights data is pre-loaded into memory.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setLandscapeCacheGPUSize ( int gpusize ) #

    Console: render_landscape_cache_gpu_size
    Sets a new GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
    Notice
    High-resolution maps require larger cache capacity.

    Arguments

    • int gpusize - The GPU cache size, in percentage of the total GPU memory.
      Range of values: [1, 100]. The default value is 4.

    int getLandscapeCacheGPUSize() const#

    Console: render_landscape_cache_gpu_size
    Returns the current GPU cache size to be used for landscape terrain rendering, in percentage of the total GPU memory. GPU cache is used to accumulate tiles, that are visible to the camera, before streaming them to the megatexture.
    Notice
    High-resolution maps require larger cache capacity.

    Return value

    Current GPU cache size, in percentage of the total GPU memory.
    Range of values: [1, 100]. The default value is 4.

    void setLandscapeCacheGPULifeTime ( int time ) #

    Console: render_landscape_cache_gpu_life_time
    Sets a new lifetime of GPU cache used for Landscape Terrain rendering, in frames.

    Arguments

    • int time - The GPU cache lifetime, number of frames.
      Range of values: [1, 60]. The default value is 4.

    int getLandscapeCacheGPULifeTime() const#

    Console: render_landscape_cache_gpu_life_time
    Returns the current lifetime of GPU cache used for Landscape Terrain rendering, in frames.

    Return value

    Current GPU cache lifetime, number of frames.
    Range of values: [1, 60]. The default value is 4.

    void setLandscapeTerrainGeometrySubpixelReduction ( float reduction ) #

    Console: render_landscape_terrain_geometry_subpixel_reduction
    Sets a new minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
    Notice
    Setting too high values may cause small but noticeable visual artifacts when the camera moves.

    Arguments

    • float reduction - The subpixel reduction ratio.
      Range of values: [0.0f, 50.0f]. The default value is 6.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainGeometrySubpixelReduction() const#

    Console: render_landscape_terrain_geometry_subpixel_reduction
    Returns the current minimum ratio between the polygon size (in screen space) to the size of an area in the viewport for skipping polygons rendering (the ones having a lower ratio will be removed).
    Notice
    Setting too high values may cause small but noticeable visual artifacts when the camera moves.

    Return value

    Current subpixel reduction ratio.
    Range of values: [0.0f, 50.0f]. The default value is 6.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainGeometryProgression ( float progression ) #

    Console: render_landscape_terrain_geometry_progression
    Sets a new progression of Landscape Terrain geometry tessellation.

    Arguments

    • float progression - The progression value.
      Range of values: [0.0f, 50.0f]. The default value is 1.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainGeometryProgression() const#

    Console: render_landscape_terrain_geometry_progression
    Returns the current progression of Landscape Terrain geometry tessellation.

    Return value

    Current progression value.
    Range of values: [0.0f, 50.0f]. The default value is 1.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainGeometryPolygonSize ( float size ) #

    Console: render_landscape_terrain_geometry_polygon_size
    Sets a new size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

    Arguments

    • float size - The size of Landscape Terrain polygons, in units.
      Range of values: [0.0f, 1000.0f]. The default value is 0.01f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainGeometryPolygonSize() const#

    Console: render_landscape_terrain_geometry_polygon_size
    Returns the current size of Landscape Terrain polygons defining the maximum allowed density of Landscape Terrain geometry.

    Return value

    Current size of Landscape Terrain polygons, in units.
    Range of values: [0.0f, 1000.0f]. The default value is 0.01f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainGeometryHoles ( bool holes ) #

    Console: render_landscape_terrain_geometry_holes
    Sets a new value indicating if decal-based holes for the Landscape Terrain are enabled.

    Arguments

    • bool holes - Set true to enable decal-based holes for Landscape Terrain; false - to disable it. The default value is true.

    bool isLandscapeTerrainGeometryHoles() const#

    Console: render_landscape_terrain_geometry_holes
    Returns the current value indicating if decal-based holes for the Landscape Terrain are enabled.

    Return value

    true if decal-based holes for Landscape Terrain is enabled; otherwise false. The default value is true.

    void setLandscapeTerrainDetailResolutionAdditionalMask ( int mask ) #

    Console: render_landscape_terrain_detail_resolution_additional_mask
    Sets a new resolution of the additional mask texture for details of the Landscape Terrain.

    Arguments

    • int mask - The texture resolution, in pixels. One of the following values:
      • 0 - 64×64
      • 1 - 128×128
      • 2 - 256×256
      • 3 - 512×512
      • 4 - 1024×1024 (by default)
      • 5 - 2048×2048
      • 6 - 4096×4096
      • 7 - 8192×8192
      • 8 - 16384×16384

    int getLandscapeTerrainDetailResolutionAdditionalMask() const#

    Console: render_landscape_terrain_detail_resolution_additional_mask
    Returns the current resolution of the additional mask texture for details of the Landscape Terrain.

    Return value

    Current texture resolution, in pixels. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

    void setLandscapeTerrainDetailResolutionHeight ( int height ) #

    Console: render_landscape_terrain_detail_resolution_height
    Sets a new resolution of the height texture for details of the Landscape Terrain.

    Arguments

    • int height - The Height texture resolution. One of the following values:
      • 0 - 64×64
      • 1 - 128×128
      • 2 - 256×256
      • 3 - 512×512
      • 4 - 1024×1024 (by default)
      • 5 - 2048×2048
      • 6 - 4096×4096
      • 7 - 8192×8192
      • 8 - 16384×16384

    int getLandscapeTerrainDetailResolutionHeight() const#

    Console: render_landscape_terrain_detail_resolution_height
    Returns the current resolution of the height texture for details of the Landscape Terrain.

    Return value

    Current Height texture resolution. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

    void setLandscapeTerrainDetailResolutionAlbedo ( int albedo ) #

    Console: render_landscape_terrain_detail_resolution_albedo
    Sets a new resolution of the albedo texture for details of the Landscape Terrain.

    Arguments

    • int albedo - The Albedo texture resolution. One of the following values:
      • 0 - 64×64
      • 1 - 128×128
      • 2 - 256×256
      • 3 - 512×512
      • 4 - 1024×1024 (by default)
      • 5 - 2048×2048
      • 6 - 4096×4096
      • 7 - 8192×8192
      • 8 - 16384×16384

    int getLandscapeTerrainDetailResolutionAlbedo() const#

    Console: render_landscape_terrain_detail_resolution_albedo
    Returns the current resolution of the albedo texture for details of the Landscape Terrain.

    Return value

    Current Albedo texture resolution. One of the following values:
    • 0 - 64×64
    • 1 - 128×128
    • 2 - 256×256
    • 3 - 512×512
    • 4 - 1024×1024 (by default)
    • 5 - 2048×2048
    • 6 - 4096×4096
    • 7 - 8192×8192
    • 8 - 16384×16384

    void setLandscapeTerrainVTTilesReloadPerFrame ( int frame ) #

    Console: render_landscape_terrain_vt_tiles_reload_per_frame
    Sets a new number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

    Arguments

    • int frame - The number of tiles.
      Range of values: [1, 64]. The default value is 4.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getLandscapeTerrainVTTilesReloadPerFrame() const#

    Console: render_landscape_terrain_vt_tiles_reload_per_frame
    Returns the current number of tiles to be reloaded per frame after applying changes to the Landscape Terrain surface.

    Return value

    Current number of tiles.
    Range of values: [1, 64]. The default value is 4.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVTTilesLoadPerFrame ( int frame ) #

    Console: render_landscape_terrain_vt_tiles_load_per_frame
    Sets a new number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

    Arguments

    • int frame - The number of tiles.
      Range of values: [1, 64]. The default value is 4.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getLandscapeTerrainVTTilesLoadPerFrame() const#

    Console: render_landscape_terrain_vt_tiles_load_per_frame
    Returns the current number of Landscape Terrain tiles loaded per frame. You can decrease the value of this parameter to reduce spikes, but in this case streaming becomes slower and more noticeable.

    Return value

    Current number of tiles.
    Range of values: [1, 64]. The default value is 4.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVTTilesUpdatePerFrame ( int frame ) #

    Console: render_landscape_terrain_vt_tiles_update_per_frame
    Sets a new number of tiles passed to the virtual texture of the Landscape Terrain each frame.

    Arguments

    • int frame - The number of tiles.
      Range of values: [1, 256]. The default value is 60.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getLandscapeTerrainVTTilesUpdatePerFrame() const#

    Console: render_landscape_terrain_vt_tiles_update_per_frame
    Returns the current number of tiles passed to the virtual texture of the Landscape Terrain each frame.

    Return value

    Current number of tiles.
    Range of values: [1, 256]. The default value is 60.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVTFiltering ( int vtfiltering ) #

    Console: render_landscape_terrain_vt_filtering
    Sets a new filtering mode for the Landscape Terrain textures. The following values are available:
    • Low — use the lower mip-level
    • Medium — use the higher mip-level
    • High — linearly interpolate between adjacent mip-levels

    Arguments

    • int vtfiltering - The filtering mode to be used. One of the following values:
      • 0 - Low
      • 1 - Medium (by default)
      • 2 - High
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getLandscapeTerrainVTFiltering() const#

    Console: render_landscape_terrain_vt_filtering
    Returns the current filtering mode for the Landscape Terrain textures. The following values are available:
    • Low — use the lower mip-level
    • Medium — use the higher mip-level
    • High — linearly interpolate between adjacent mip-levels

    Return value

    Current filtering mode to be used. One of the following values:
    • 0 - Low
    • 1 - Medium (by default)
    • 2 - High
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVTDetailLevelByAngle ( float angle ) #

    Console: render_landscape_terrain_vt_detail_level_by_angle
    Sets a new value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

    Arguments

    • float angle - The detail level quality.
      Range of values: [0.0f, 1.0f]. The default value is 0.95f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainVTDetailLevelByAngle() const#

    Console: render_landscape_terrain_vt_detail_level_by_angle
    Returns the current value indicating detail level reduction depending on the inclination of the the Landscape Terrain polygons relative to viewing direction. Can be used to reduce streaming load and memory consumption. The value of 1 corresponds to the pixel-to-pixel quality, and lower values decrease it.

    Return value

    Current detail level quality.
    Range of values: [0.0f, 1.0f]. The default value is 0.95f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVTTargetResolution ( const Math::vec2& resolution ) #

    Console: render_landscape_terrain_vt_target_resolution
    Sets a new target resolution (width x height) for the Landscape Terrain, in pixels.

    Arguments

    • const Math::vec2& resolution - The target viewport resolution (in pixels) as a two-component vector (width, height).
      1344 х 756 - (default)

    Math::vec2 getLandscapeTerrainVTTargetResolution() const#

    Console: render_landscape_terrain_vt_target_resolution
    Returns the current target resolution (width x height) for the Landscape Terrain, in pixels.

    Return value

    Current target viewport resolution (in pixels) as a two-component vector (width, height).
    1344 х 756 - (default)

    void setLandscapeTerrainVTMemorySize ( float size ) #

    Console: render_landscape_terrain_vt_memory_size
    Sets a new value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
    • 0.0f - 3072×3072 (~200 MB of VRAM)
    • 1.0f - 16384×16384 (~3.1 GB of VRAM)
    • 0.4f - 8192×8192 (~860 MB of VRAM)

    Arguments

    • float size - The memory consumption factor.
      Range of values: [0.0f, 1.0f]. The default value is 0.4f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainVTMemorySize() const#

    Console: render_landscape_terrain_vt_memory_size
    Returns the current value defining memory consumption for the Landscape Terrain textures. The value is interpreted as follows:
    • 0.0f - 3072×3072 (~200 MB of VRAM)
    • 1.0f - 16384×16384 (~3.1 GB of VRAM)
    • 0.4f - 8192×8192 (~860 MB of VRAM)

    Return value

    Current memory consumption factor.
    Range of values: [0.0f, 1.0f]. The default value is 0.4f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainTexelSize ( float size ) #

    Console: render_landscape_terrain_texel_size
    Sets a new texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

    Arguments

    • float size - The Landscape Terrain texel size (in meters).
      Range of values: [0.0001f, 1.0f]. The default value is 0.001f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getLandscapeTerrainTexelSize() const#

    Console: render_landscape_terrain_texel_size
    Returns the current texel size of the Landscape Terrain render textures representing the maximum level of detail for the albedo, normal, and height components of the Landscape Terrain.

    Return value

    Current Landscape Terrain texel size (in meters).
    Range of values: [0.0001f, 1.0f]. The default value is 0.001f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setLandscapeTerrainStreamingPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setLandscapeTerrainVisibleDistance ( float distance ) #

    Console: render_landscape_terrain_visible_distance
    Sets a new maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

    Arguments

    • float distance - The maximum visibility distance, in meters.
      Range of values: [0.0f, inf]. The default value is 30000.0f.

    float getLandscapeTerrainVisibleDistance() const#

    Console: render_landscape_terrain_visible_distance
    Returns the current maximum visibility distance for the Landscape Terrain, in meters. The terrain is visible, as long as the distance between the camera and the terrain does not exceed this value.

    Return value

    Current maximum visibility distance, in meters.
    Range of values: [0.0f, inf]. The default value is 30000.0f.

    void setLandscapeTerrainMaskDithering ( float dithering ) #

    Console: render_landscape_terrain_mask_dithering
    Sets a new global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

    Arguments

    • float dithering - The global dither amount multiplier.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getLandscapeTerrainMaskDithering() const#

    Console: render_landscape_terrain_mask_dithering
    Returns the current global dither amount multiplier to be used for rendering details of the Landscape Terrain. Dithering enables reduction of graphical artefacts in case of increased Mask Contrast values set for a detail. This is a global multiplier for dithering values set for each detail mask.

    Return value

    Current global dither amount multiplier.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setFfpAntialiasingLines ( bool lines ) #

    Console: render_ffp_antialiasing_lines
    Sets a new value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

    Arguments

    • bool lines - Set true to enable antialiasing for Visualizer and FFP; false - to disable it. The default value is true.

    bool isFfpAntialiasingLines() const#

    Console: render_ffp_antialiasing_lines
    Returns the current value indicating if antialiasing is enabled for rendering of the Visualizer and other FFP lines.

    Return value

    true if antialiasing for Visualizer and FFP is enabled; otherwise false. The default value is true.

    void setWireframeAntialiasing ( bool antialiasing ) #

    Console: render_wireframe_antialiasing
    Sets a new value indicating if antialiasing is enabled for wireframe rendering.

    Arguments

    • bool antialiasing - Set true to enable antialiasing for wireframe rendering; false - to disable it. The default value is true.

    bool isWireframeAntialiasing() const#

    Console: render_wireframe_antialiasing
    Returns the current value indicating if antialiasing is enabled for wireframe rendering.

    Return value

    true if antialiasing for wireframe rendering is enabled; otherwise false. The default value is true.

    void setEnvironmentHazeScreenSpaceGlobalIllumination ( bool illumination ) #

    Console: render_environment_haze_screen_space_global_illumination
    Sets a new value indicating if the Screen-Space Haze Global Illumination effect is enabled. SSHGI - is a screen-space effect ensuring consistency of haze color with the current color of Global Illumination.
    Notice
    Available for Physically Based haze gradient mode only.

    Arguments

    • bool illumination - Set true to enable Screen-Space Haze Global Illumination effect; false - to disable it. The default value is true.

    bool isEnvironmentHazeScreenSpaceGlobalIllumination() const#

    Console: render_environment_haze_screen_space_global_illumination
    Returns the current value indicating if the Screen-Space Haze Global Illumination effect is enabled. SSHGI - is a screen-space effect ensuring consistency of haze color with the current color of Global Illumination.
    Notice
    Available for Physically Based haze gradient mode only.

    Return value

    true if Screen-Space Haze Global Illumination effect is enabled; otherwise false. The default value is true.

    void setEnvironmentHazeTemporalFilter ( bool filter ) #

    Console: render_environment_haze_temporal_filter
    Sets a new value indicating if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled.

    Arguments

    • bool filter - Set true to enable temporal filtering for the Screen-Space Haze Global Illumination effect; false - to disable it. The default value is true.

    bool isEnvironmentHazeTemporalFilter() const#

    Console: render_environment_haze_temporal_filter
    Returns the current value indicating if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled.

    Return value

    true if temporal filtering for the Screen-Space Haze Global Illumination effect is enabled; otherwise false. The default value is true.

    void setEnvironmentHazeColorizationThreshold ( float threshold ) #

    Console: render_environment_haze_colorization_threshold
    Sets a new treshold value for scene depth used when setting haze color for the SSHGI effect in "information lost" areas on the screen.
    • 0 - haze color is defined only by surfaces currently visible on the screen.
    • 1 - haze color is defined by surfaces everywhere, even in "information lost" areas.

    Arguments

    • float threshold - The colorization threshold value.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getEnvironmentHazeColorizationThreshold() const#

    Console: render_environment_haze_colorization_threshold
    Returns the current treshold value for scene depth used when setting haze color for the SSHGI effect in "information lost" areas on the screen.
    • 0 - haze color is defined only by surfaces currently visible on the screen.
    • 1 - haze color is defined by surfaces everywhere, even in "information lost" areas.

    Return value

    Current colorization threshold value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setEnvironmentHazeColorizationIntensity ( float intensity ) #

    Console: render_environment_haze_colorization_intensity
    Sets a new colorization intensity value that defines haze color in "information lost" areas on the screen.
    • 0 - haze in "information lost" areas will have the initial color (same as it would be without SSHGI).
    • 1 - haze in "information lost" areas will have the less bright color among the two, initial color and haze color with SSHGI correction.

    This parameter is ignored when Colorization Threshold is set to 1, as there will be no "information lost" areas not covered by SSHGI.

    Arguments

    • float intensity - The colorization intensity value.
      Range of values: [0.0f, 1.0f]. The default value is 0.95f.

    float getEnvironmentHazeColorizationIntensity() const#

    Console: render_environment_haze_colorization_intensity
    Returns the current colorization intensity value that defines haze color in "information lost" areas on the screen.
    • 0 - haze in "information lost" areas will have the initial color (same as it would be without SSHGI).
    • 1 - haze in "information lost" areas will have the less bright color among the two, initial color and haze color with SSHGI correction.

    This parameter is ignored when Colorization Threshold is set to 1, as there will be no "information lost" areas not covered by SSHGI.

    Return value

    Current colorization intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.95f.

    float getEnvironmentHazeScatteringMieFresnelPower() const#

    Returns the current power of the Fresnel effect for Mie visibility. Higher values will tighten up the areas affected, while lower ones will allow more areas to be affected by the Fresnel effect.

    Return value

    Current power of the Fresnel effect.

    float getEnvironmentHazeScatteringMieFrontSideIntensity() const#

    Returns the current

    Return value

    Current

    float getEnvironmentHazeScatteringMieIntensity() const#

    Returns the current minimum Mie intensity value for geometry-occluded areas. This value specifies the fraction of Mie intensity visible when the surface is viewed from straight on. Setting this value to 1 disables the Fresnel effect. You can use this parameter together with Mie Frontside Intensity (see the getEnvironmentHazeScatteringMieFrontSideIntensity() method) and Mie Fresnel Power (see the getEnvironmentHazeScatteringMieFresnelPower() method) to control light occlusion from World light sources. Works for both, opaque and transparent objects.

    Return value

    Current minimum Mie intensity value for geometry-occluded areas in the [0.0f, 1.0f] range.

    float getEnvironmentHazePhysicalSunColorSaturation() const#

    Returns the current intensity of the impact of the sunlight on haze (how much the sunlight affects the haze).

    Return value

    Current intensity of the sunlight color's contribution to the haze.

    float getEnvironmentHazePhysicalSunLightIntensity() const#

    Returns the current intensity of the impact of the sunlight on haze defining how much the sunlight affects the haze.

    Return value

    Current intensity of the sunlight impact.

    float getEnvironmentHazePhysicalAmbientColorSaturation() const#

    Returns the current intensity of the ambient color's contribution to the haze (how much the sunlight affects the haze).

    Return value

    Current intensity of the ambient color's contribution to the haze.

    float getEnvironmentHazePhysicalAmbientLightIntensity() const#

    Returns the current intensity of the impact of the ambient lighting on haze (how much the ambient lighting affects the haze).

    Return value

    Current intensity of the ambient lighting impact.

    float getEnvironmentHazePhysicalHalfFalloffHeight() const#

    Returns the current height of the haze density gradient. The higher the value, the longer the haze desity reduces as the height grows, making the transition between the clear sky and haze smoother.

    Return value

    Current height of the haze density gradient.

    float getEnvironmentHazePhysicalHalfVisibilityDistance() const#

    Returns the current distance to the boundary at which the visibility comprises 50%. There is no zero-visibility in the real world, so the half-visibility boundary is used to adjust haze distance.

    Return value

    Current distance, in units.

    float getEnvironmentHazePhysicalStartHeight() const#

    Returns the current reference height value for the two parameters (Half Visibility Distance and Half Faloff Height). To get the current reference height value for the specific preset, use RenderEnvironmentPreset::getHazePhysicalStartHeight().
    Source code (C++)
    // get a reference height value for the preset that overlays the others
    Render::getEnvironmentHazePhysicalStartHeight();
    // get a reference height value for the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    preset->getHazePhysicalStartHeight();

    Return value

    Current reference height value, in units.

    void setTessellationDensityMultiplier ( float multiplier ) #

    Console: render_tessellation_density_multiplier
    Sets a new global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

    Arguments

    • float multiplier - The tessellation Density multiplier.
      Range of values: [0.0f, 10.0f]. The default value is 1.0f.

    float getTessellationDensityMultiplier() const#

    Console: render_tessellation_density_multiplier
    Returns the current global Density multiplier for the adaptive hardware-accelerated tessellation. Higher values produce denser meshes.

    Return value

    Current tessellation Density multiplier.
    Range of values: [0.0f, 10.0f]. The default value is 1.0f.

    void setTessellationShadowDensityMultiplier ( float multiplier ) #

    Console: render_tessellation_shadow_density_multiplier
    Sets a new global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

    Arguments

    • float multiplier - The tessellation Shadow Density multiplier.
      Range of values: [0.01f, 10.0f]. The default value is 1.0f.

    float getTessellationShadowDensityMultiplier() const#

    Console: render_tessellation_shadow_density_multiplier
    Returns the current global Shadow Density multiplier for the Tessellated Displacement effect. Higher values produce more detailed shadows. You can make shadows from tessellated meshes simpler to save performance.

    Return value

    Current tessellation Shadow Density multiplier.
    Range of values: [0.01f, 10.0f]. The default value is 1.0f.

    void setTessellationDistanceMultiplier ( float multiplier ) #

    Console: render_tessellation_distance_multiplier
    Sets a new global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

    Arguments

    • float multiplier - The tessellation distance multiplier.
      Range of values: [0.0f, 10.0f]. The default value is 1.0f.

    float getTessellationDistanceMultiplier() const#

    Console: render_tessellation_distance_multiplier
    Returns the current global multiplier for all distance parameters of the adaptive hardware-accelerated tessellation used for distance-dependent optimization. Higher values make tessellation visible at longer distances from the camera (consuming more resources).

    Return value

    Current tessellation distance multiplier.
    Range of values: [0.0f, 10.0f]. The default value is 1.0f.

    void setLightmapColor ( const Math::vec4& color ) #

    Console: render_lightmap_color
    Sets a new color multiplier for lightmaps.
    Notice
    Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

    Arguments

    • const Math::vec4& color - The color multiplier.
      vec4_one - default value (white)

    Math::vec4 getLightmapColor() const#

    Console: render_lightmap_color
    Returns the current color multiplier for lightmaps.
    Notice
    Some light sources may be modified after the lightmap was baked. To make lighting in the scene consistent once again without any re-baking you can simply adjust the color multiplier for lightmaps. See the How-To video tutorial for additional information.

    Return value

    Current color multiplier.
    vec4_one - default value (white)

    void setSSRViewBias ( float bias ) #

    Console: render_ssr_view_bias
    Sets a new bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.

    Arguments

    • float bias - The view bias value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRViewBias() const#

    Console: render_ssr_view_bias
    Returns the current bias value to which the ray starting position has been shifted along the view vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.

    Return value

    Current view bias value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSRNormalBias ( float bias ) #

    Console: render_ssr_normal_bias
    Sets a new bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.

    Arguments

    • float bias - The normal bias value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getSSRNormalBias() const#

    Console: render_ssr_normal_bias
    Returns the current bias value to which the ray starting position has been shifted along the normal vector. This value is used for SSR (Screen-Space Reflections) calculation. Can be adjusted to fine-tune reflections of small objects at far distances. Recommended for narrow FOV angles. To use this option, SSR (see the setSSR() method) should be enabled.

    Return value

    Current normal bias value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setSSRPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSSGIIntensityBoost ( int boost ) #

    Console: render_ssgi_intensity_boost
    Sets a new boost intensity value. Increases the SSGI intensity by raising the value to the specified power.

    Arguments

    • int boost - The power to which the intensity is raised. One of the following values:
      • 0 - power of 1 (by default)
      • 1 - power of 2
      • 2 - power of 3
      • 3 - power of 4
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    int getSSGIIntensityBoost() const#

    Console: render_ssgi_intensity_boost
    Returns the current boost intensity value. Increases the SSGI intensity by raising the value to the specified power.

    Return value

    Current power to which the intensity is raised. One of the following values:
    • 0 - power of 1 (by default)
    • 1 - power of 2
    • 2 - power of 3
    • 3 - power of 4
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via set()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setSRAADepthThreshold ( float threshold ) #

    Console: render_sraa_depth_threshold
    Sets a new depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

    Arguments

    • float threshold - The depth threshold
      Range of values: [0.0f, inf]. The default value is 0.1f.

    float getSRAADepthThreshold() const#

    Console: render_sraa_depth_threshold
    Returns the current depth threshold value used for edges detection that specifies the area for the SRAA processing. Turn on the debug mode and adjust this parameter in such a way that covers the required edges but at the same time leaves out the unnecessary geometry in the scene.

    Return value

    Current depth threshold
    Range of values: [0.0f, inf]. The default value is 0.1f.

    void setSRAADebug ( bool sraadebug ) #

    Console: render_sraa_debug
    Sets a new value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

    Arguments

    • bool sraadebug - Set true to enable SRAA debug mode; false - to disable it. The default value is false.

    bool isSRAADebug() const#

    Console: render_sraa_debug
    Returns the current value indicating if the SRAA debug mode is enabled. This mode shows the geometry edges smoothed by the SRAA.

    Return value

    true if SRAA debug mode is enabled; otherwise false. The default value is false.

    void setSRAATemporal ( bool sraatemporal ) #

    Console: render_sraa_temporal
    Sets a new value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (see the setTAA() method) is enabled. It is recommended to use this option by default.

    Arguments

    • bool sraatemporal - Set true to enable usage of the shading sample from the previously rendered frame (TAA); false - to disable it. The default value is true.

    bool isSRAATemporal() const#

    Console: render_sraa_temporal
    Returns the current value indicating if TAA integration is enabled. SRAA will use the shading sample from the previously rendered frame (TAA) to achieve correct anti-aliasing. Uses camera jittering, so it works only when the TAA (see the setTAA() method) is enabled. It is recommended to use this option by default.

    Return value

    true if usage of the shading sample from the previously rendered frame (TAA) is enabled; otherwise false. The default value is true.

    void setSRAASamples ( int sraasamples ) #

    Console: render_sraa_samples
    Sets a new number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

    Arguments

    • int sraasamples - The number of depth geometry samples per pixel One of the following values:
      • 0 - 2
      • 1 - 4 (by default)
      • 2 - 8

    int getSRAASamples() const#

    Console: render_sraa_samples
    Returns the current number of depth geometry samples per pixel. This value may significantly affect performance, so keep it low when the image quality differences are not apparent.

    Return value

    Current number of depth geometry samples per pixel One of the following values:
    • 0 - 2
    • 1 - 4 (by default)
    • 2 - 8

    void setSRAA ( bool sraa ) #

    Console: render_sraa
    Sets a new value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.

    Arguments

    • bool sraa - Set true to enable SRAA; false - to disable it. The default value is false.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    bool isSRAA() const#

    Console: render_sraa
    Returns the current value indicating if Subpixel Reconstruction Anti-Aliasing (SRAA) is enabled.

    Return value

    true if SRAA is enabled; otherwise false. The default value is false.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setAAPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setPanoramaFisheyeFov ( float fov ) #

    Console: render_panorama_fisheye_fov
    Sets a new Field of View (in degrees) for the panoramic viewport mode selected at the moment.
    Notice
    Available only when the viewport rendering mode (see the setViewportMode() method) is set to one of the fisheye panorama modes (5-8).

    Arguments

    • float fov - The Field of View, in degrees.
      Range of values: [0, 360]. The default value is 0.

    float getPanoramaFisheyeFov() const#

    Console: render_panorama_fisheye_fov
    Returns the current Field of View (in degrees) for the panoramic viewport mode selected at the moment.
    Notice
    Available only when the viewport rendering mode (see the setViewportMode() method) is set to one of the fisheye panorama modes (5-8).

    Return value

    Current Field of View, in degrees.
    Range of values: [0, 360]. The default value is 0.

    void setShadowsWorldCascadesCullingClusters ( bool clusters ) #

    Console: render_shadows_world_cascades_culling_clusters
    Sets a new value indicating whether culling of shadow cascades is enabled for Mesh Cluster/Clutter objects. If enabled, the Mesh Cluster/Clutter objects rendered in the nearest cascade won't be rendered again in farther cascades. If disabled, the Mesh Cluster objects rendered in the nearest cascade will also be rendered in all other cascades. In some cases performance may be better if this option is disabled.

    Arguments

    • bool clusters - Set true to enable culling of shadow cascades for Mesh Cluster/Clutter objects; false - to disable it. The default value is false.

    bool isShadowsWorldCascadesCullingClusters() const#

    Console: render_shadows_world_cascades_culling_clusters
    Returns the current value indicating whether culling of shadow cascades is enabled for Mesh Cluster/Clutter objects. If enabled, the Mesh Cluster/Clutter objects rendered in the nearest cascade won't be rendered again in farther cascades. If disabled, the Mesh Cluster objects rendered in the nearest cascade will also be rendered in all other cascades. In some cases performance may be better if this option is disabled.

    Return value

    true if culling of shadow cascades for Mesh Cluster/Clutter objects is enabled; otherwise false. The default value is false.

    void setReflectionDynamicRoughnessOffset ( bool offset ) #

    Console: render_reflection_dynamic_roughness_offset
    Sets a new value indicating whether roughness offset is enabled for dynamic reflections produced by Environment Probes. Sometimes, when specular highlights from glossy surfaces get into dynamic Environment Probes a very bright flickering of lighting from it may appear. This option makes surrounding materials look more matte for an Environment Probe than they actually are, reducing such flickering artefacts.

    Arguments

    • bool offset - Set true to enable roughness offset for dynamic reflections produced by Environment Probes; false - to disable it. The default value is false.

    bool isReflectionDynamicRoughnessOffset() const#

    Console: render_reflection_dynamic_roughness_offset
    Returns the current value indicating whether roughness offset is enabled for dynamic reflections produced by Environment Probes. Sometimes, when specular highlights from glossy surfaces get into dynamic Environment Probes a very bright flickering of lighting from it may appear. This option makes surrounding materials look more matte for an Environment Probe than they actually are, reducing such flickering artefacts.

    Return value

    true if roughness offset for dynamic reflections produced by Environment Probes is enabled; otherwise false. The default value is false.

    void setClouds3dTextureVerticalResolution ( int resolution ) #

    Console: render_clouds_3d_texture_vertical_resolution
    Sets a new vertical resolution for the 3D texture to be used for clouds rendering.
    Notice
    Setting too high resolution may significantly affect performance, so adjust it wisely.

    Arguments

    • int resolution - The vertical resolution, in pixels. One of the following values:
      • 0 - 32
      • 1 - 64
      • 2 - 128
      • 3 - 256 (by default)
      • 4 - 512

    int getClouds3dTextureVerticalResolution() const#

    Console: render_clouds_3d_texture_vertical_resolution
    Returns the current vertical resolution for the 3D texture to be used for clouds rendering.
    Notice
    Setting too high resolution may significantly affect performance, so adjust it wisely.

    Return value

    Current vertical resolution, in pixels. One of the following values:
    • 0 - 32
    • 1 - 64
    • 2 - 128
    • 3 - 256 (by default)
    • 4 - 512

    void setClouds3dTextureHorizontalResolution ( int resolution ) #

    Console: render_clouds_3d_texture_horizontal_resolution
    Sets a new horizontal resolution for the 3D texture to be used for clouds rendering.
    Notice
    Setting too high resolution may significantly affect performance, so adjust it wisely.

    Arguments

    • int resolution - The horizontal resolution, in pixels. One of the following values:
      • 0 - 64
      • 1 - 128
      • 2 - 256 (by default)
      • 3 - 512
      • 4 - 1024
      • 5 - 2048

    int getClouds3dTextureHorizontalResolution() const#

    Console: render_clouds_3d_texture_horizontal_resolution
    Returns the current horizontal resolution for the 3D texture to be used for clouds rendering.
    Notice
    Setting too high resolution may significantly affect performance, so adjust it wisely.

    Return value

    Current horizontal resolution, in pixels. One of the following values:
    • 0 - 64
    • 1 - 128
    • 2 - 256 (by default)
    • 3 - 512
    • 4 - 1024
    • 5 - 2048

    void setCloudsLightingSamplesDistribution ( float distribution ) #

    Console: render_clouds_lighting_samples_distribution
    Sets a new value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (see the setCloudsLightingTraceLength() method) is high.

    Arguments

    • float distribution - The distribution value.
      Range of values: [0.001f, 5.0f]. The default value is 1.0f.

    float getCloudsLightingSamplesDistribution() const#

    Console: render_clouds_lighting_samples_distribution
    Returns the current value that controls distribution of samples for clouds lighting. Can be used to keep small details for long shadows when the lighting trace length value (see the setCloudsLightingTraceLength() method) is high.

    Return value

    Current distribution value.
    Range of values: [0.001f, 5.0f]. The default value is 1.0f.

    void setCloudsTransparentOrder ( int order ) #

    Console: render_clouds_transparent_order
    Sets a new rendering order for clouds relative to transparent objects (except water).
    • Render Before Transparent — render clouds before all transparent objects (except water).
    • Render After Transparent — render clouds after all transparent objects (except water).
    • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

    Arguments

    • int order - The rendering order for clouds. One of the following values:
      • 0 - Render Before Transparent (by default)
      • 1 - Render After Transparent
      • 2 - Sort Transparent

    int getCloudsTransparentOrder() const#

    Console: render_clouds_transparent_order
    Returns the current rendering order for clouds relative to transparent objects (except water).
    • Render Before Transparent — render clouds before all transparent objects (except water).
    • Render After Transparent — render clouds after all transparent objects (except water).
    • Sort Transparent — enable rough sorting for transparent objects relative to clouds (below the lowest cloud layer base -> inside the clouds -> above the highest cloud layer top).

    Return value

    Current rendering order for clouds. One of the following values:
    • 0 - Render Before Transparent (by default)
    • 1 - Render After Transparent
    • 2 - Sort Transparent

    int getCloudsQualityPresetNumNames() const#

    Returns the current number of clouds quality presets.

    Return value

    Current number of presets.

    void setCloudsQualityPreset ( int preset ) #

    Console: render_clouds_quality_preset
    Sets a new index of the clouds quality preset used at the moment.
    Source code (C++)
    // enabling the Custom preset (the last one) to customize clouds options at run time
    Render::setCloudsQualityPreset( Render::getCloudsQualityPresetNumNames() - 1 );
    
    // disabling depth-based reconstruction for clouds
    Render::setCloudsDepthBasedReconstruction( false );

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High + Interleaved
      • 3 - High
      • 4 - Ultra + Interleaved
      • 5 - Ultra
      • 6 - Extreme + Interleaved
      • 7 - Extreme
      • 8 - Custom

    int getCloudsQualityPreset() const#

    Console: render_clouds_quality_preset
    Returns the current index of the clouds quality preset used at the moment.
    Source code (C++)
    // enabling the Custom preset (the last one) to customize clouds options at run time
    Render::setCloudsQualityPreset( Render::getCloudsQualityPresetNumNames() - 1 );
    
    // disabling depth-based reconstruction for clouds
    Render::setCloudsDepthBasedReconstruction( false );

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High + Interleaved
    • 3 - High
    • 4 - Ultra + Interleaved
    • 5 - Ultra
    • 6 - Extreme + Interleaved
    • 7 - Extreme
    • 8 - Custom

    void setLandscapeOperationsPerFrame ( int frame ) #

    Console: render_landscape_operations_per_frame
    Sets a new maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

    Arguments

    • int frame - The number of operations.
      Range of values: [1, 1000]. The default value is 10.

    int getLandscapeOperationsPerFrame() const#

    Console: render_landscape_operations_per_frame
    Returns the current maximum number of Landscape texture draw operations (asyncTextureDraw) that can be performed per frame.

    Return value

    Current number of operations.
    Range of values: [1, 1000]. The default value is 10.

    int getLandscapeTerrainStreamingPresetNumNames() const#

    Returns the current number of Landscape Terrain streaming presets.

    Return value

    Current number of presets.

    void setLandscapeTerrainStreamingPreset ( int preset ) #

    Console: render_landscape_terrain_streaming_preset
    Sets a new index of the Landscape Terrain streaming preset used at the moment.
    Notice
    Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Landscape Terrain streaming options at run time
    Render::setLandscapeTerrainStreamingPreset(Render::LandscapeTerrainStreamingPresetNumNames() - 1);
    
    // setting the number of tiles passed to the virtual texture per frame
    Render::setLandscapeTerrainVTTilesUpdatePerFrame(64);

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Extreme
      • 5 - Custom

    int getLandscapeTerrainStreamingPreset() const#

    Console: render_landscape_terrain_streaming_preset
    Returns the current index of the Landscape Terrain streaming preset used at the moment.
    Notice
    Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Landscape Terrain streaming options at run time
    Render::setLandscapeTerrainStreamingPreset(Render::LandscapeTerrainStreamingPresetNumNames() - 1);
    
    // setting the number of tiles passed to the virtual texture per frame
    Render::setLandscapeTerrainVTTilesUpdatePerFrame(64);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int getLandscapeTerrainGeometryPresetNumNames() const#

    Returns the current number of Landscape Terrain geometry presets.

    Return value

    Current number of presets.

    void setLandscapeTerrainGeometryPreset ( int preset ) #

    Console: render_landscape_terrain_geometry_preset
    Sets a new index of the Landscape Terrain geometry preset used at the moment.
    Notice
    Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Landscape Terrain geometry options at run time
    Render::setLandscapeTerrainGeometryPreset(Render::getLandscapeTerrainGeometryPresetNumNames() - 1);
    
    // setting the size of the Landscape Terrain polygons
    Render::setLandscapeTerrainGeometryPolygonSize(100.0f);

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Extreme
      • 5 - Custom

    int getLandscapeTerrainGeometryPreset() const#

    Console: render_landscape_terrain_geometry_preset
    Returns the current index of the Landscape Terrain geometry preset used at the moment.
    Notice
    Presets override user-defined custom settings. When any preset other than Custom is active, modification of the parameters via API has no effect. The parameter value set via the last API call shall be used only when the Custom preset is active. When checking the current parameter value via API you'll get the corresponding setting stored in the active preset (default or custom one).
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Landscape Terrain geometry options at run time
    Render::setLandscapeTerrainGeometryPreset(Render::getLandscapeTerrainGeometryPresetNumNames() - 1);
    
    // setting the size of the Landscape Terrain polygons
    Render::setLandscapeTerrainGeometryPolygonSize(100.0f);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int getWaterGeometryPresetNumNames() const#

    Returns the current number of Global Water geometry presets.

    Return value

    Current number of presets.

    void setWaterGeometryPreset ( int preset ) #

    Console: render_water_geometry_preset
    Sets a new index of the Global Water geometry preset used at the moment. To customize the Global Water geometry preset options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Global Water options at run time
    Render::setWaterGeometryPreset(Render::getWaterGeometryPresetNumNames() - 1);
    
    // setting the size of the Global Water polygons
    Render::setWaterGeometryPolygonSize(100.0f);

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Extreme
      • 5 - Custom

    int getWaterGeometryPreset() const#

    Console: render_water_geometry_preset
    Returns the current index of the Global Water geometry preset used at the moment. To customize the Global Water geometry preset options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Global Water options at run time
    Render::setWaterGeometryPreset(Render::getWaterGeometryPresetNumNames() - 1);
    
    // setting the size of the Global Water polygons
    Render::setWaterGeometryPolygonSize(100.0f);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int getDOFPresetNumNames() const#

    Returns the current number of DoF presets.

    Return value

    Current number of presets.

    void setDOFPreset ( int dofpreset ) #

    Console: render_dof_preset
    Sets a new DoF effect quality preset. To customize the DoF effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the DoF effect options at run time
    Render::setDOFPreset(Render::getDOFPresetNumNames() - 1);
    
    // disabling the increased accuracy
    Render::setDOFIncreasedAccuracy(false);

    Arguments

    • int dofpreset - The preset index. One of the following values:
      • 0 - Very Low (by default)
      • 1 - Low
      • 2 - Medium
      • 3 - High
      • 4 - Ultra
      • 5 - Extreme
      • 6 - Custom

    int getDOFPreset() const#

    Console: render_dof_preset
    Returns the current DoF effect quality preset. To customize the DoF effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the DoF effect options at run time
    Render::setDOFPreset(Render::getDOFPresetNumNames() - 1);
    
    // disabling the increased accuracy
    Render::setDOFIncreasedAccuracy(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Very Low (by default)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - Custom

    int getMotionBlurPresetNumNames() const#

    Returns the current number of Motion Blur presets.

    Return value

    Current number of presets.

    void setMotionBlurPreset ( int preset ) #

    Console: render_motion_blur_preset
    Sets a new Motion Blur preset. To customize the Motion Blur effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Motion Blur effect options at run time
    Render::setMotionBlurPreset(Render::getMotionBlurPresetNumNames() - 1);
    
    // disabling the neat silhouettes option
    Render::setMotionBlurNeatSilhouettes(false);

    Arguments

    • int preset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Custom

    int getMotionBlurPreset() const#

    Console: render_motion_blur_preset
    Returns the current Motion Blur preset. To customize the Motion Blur effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the Motion Blur effect options at run time
    Render::setMotionBlurPreset(Render::getMotionBlurPresetNumNames() - 1);
    
    // disabling the neat silhouettes option
    Render::setMotionBlurNeatSilhouettes(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Custom

    int getSSRPresetNumNames() const#

    Returns the current number of SSR (Screen-Space Reflections) presets.

    Return value

    Current number of presets.

    void setSSRPreset ( int ssrpreset ) #

    Console: render_ssr_preset
    Sets a new SSR (Screen-Space Reflections) preset used at the moment. To customize the SSR effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSR effect options at run time
    Render::setSSRPreset(Render::getSSRPresetNumNames() - 1);
    
    // disabling the increased accuracy option
    Render::setSSRIncreasedAccuracy(false);

    Arguments

    • int ssrpreset - The preset index. One of the following values:
      • 0 - Low (by default)
      • 1 - Medium
      • 2 - High
      • 3 - Ultra
      • 4 - Extreme
      • 5 - Custom

    int getSSRPreset() const#

    Console: render_ssr_preset
    Returns the current SSR (Screen-Space Reflections) preset used at the moment. To customize the SSR effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSR effect options at run time
    Render::setSSRPreset(Render::getSSRPresetNumNames() - 1);
    
    // disabling the increased accuracy option
    Render::setSSRIncreasedAccuracy(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Low (by default)
    • 1 - Medium
    • 2 - High
    • 3 - Ultra
    • 4 - Extreme
    • 5 - Custom

    int getSSRTGIPresetNumNames() const#

    Returns the current number of SSRTGI (Screen-Space Ray-Traced Global Illumination) presets.

    Return value

    Current number of presets.

    void setSSRTGIPreset ( int ssrtgipreset ) #

    Console: render_ssrtgi_preset
    Sets a new index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment. To customize the SSRTGI effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSRTGI effect options at run time
    Render::setSSRTGIPreset(Render::getSSRTGIPresetNumNames() - 1);
    
    // disabling the increased accuracy option
    Render::setSSRTGIIncreasedAccuracy(false);

    Arguments

    • int ssrtgipreset - The preset index. One of the following values:
      • 0 - Disabled (by default)
      • 1 - Low
      • 2 - Medium
      • 3 - High
      • 4 - Ultra
      • 5 - Extreme
      • 6 - Custom

    int getSSRTGIPreset() const#

    Console: render_ssrtgi_preset
    Returns the current index of the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset used at the moment. To customize the SSRTGI effect options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize the SSRTGI effect options at run time
    Render::setSSRTGIPreset(Render::getSSRTGIPresetNumNames() - 1);
    
    // disabling the increased accuracy option
    Render::setSSRTGIIncreasedAccuracy(false);

    Return value

    Current preset index. One of the following values:
    • 0 - Disabled (by default)
    • 1 - Low
    • 2 - Medium
    • 3 - High
    • 4 - Ultra
    • 5 - Extreme
    • 6 - Custom

    void setRefractionWarpBackgroundTransparentSurfaces ( int surfaces ) #

    Console: render_refraction_warp_background_transparent_surfaces
    Sets a new value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
    • Never — no refraction distortion is applied to transparent surfaces.
    • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
    This method takes effect only when rendering of refractions (see the setRefraction() method) is enabled.

    Arguments

    • int surfaces - The refraction mode. One of the following values:
      • 0 - Never (by default)
      • 1 - Behind Farthest Refractive Surface

    int getRefractionWarpBackgroundTransparentSurfaces() const#

    Console: render_refraction_warp_background_transparent_surfaces
    Returns the current value indicating if refraction affects background transparent surfaces (except for water and clouds). The following values are available:
    • Never — no refraction distortion is applied to transparent surfaces.
    • Behind Farthest Refractive Surface — apply refraction distortion to all transparent surfaces behind the farthest refractive surface.
    This method takes effect only when rendering of refractions (see the setRefraction() method) is enabled.

    Return value

    Current refraction mode. One of the following values:
    • 0 - Never (by default)
    • 1 - Behind Farthest Refractive Surface

    int getAAPresetNumNames() const#

    Returns the current number of AA (Anti-Aliasing) presets.

    Return value

    Current number of presets.

    void setAAPreset ( int aapreset ) #

    Console: render_aa_preset
    Sets a new index of the AA (Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Anti-Aliasing options at run time
    Render::setAAPreset( Render::getAAPresetNumNames() - 1 );
    
    // disabling TAA
    Render::setTAA( false );

    Arguments

    • int aapreset - The preset index. One of the following values:
      • 0 - Sharpest (by default)
      • 1 - Sharp
      • 2 - Smooth
      • 3 - Smooth + SRAA
      • 4 - Smoothest
      • 5 - Smoothest + SRAA
      • 6 - VR Mode
      • 7 - Custom

    int getAAPreset() const#

    Console: render_aa_preset
    Returns the current index of the AA (Anti-Aliasing) preset used at the moment. To customize Anti-Aliasing options at run time you should activate the Custom preset:
    Source code (C++)
    // enabling the Custom preset (the last one) to customize Anti-Aliasing options at run time
    Render::setAAPreset( Render::getAAPresetNumNames() - 1 );
    
    // disabling TAA
    Render::setTAA( false );

    Return value

    Current preset index. One of the following values:
    • 0 - Sharpest (by default)
    • 1 - Sharp
    • 2 - Smooth
    • 3 - Smooth + SRAA
    • 4 - Smoothest
    • 5 - Smoothest + SRAA
    • 6 - VR Mode
    • 7 - Custom

    void setACESWithReinhardShoulderLength ( float length ) #

    Console: render_aces_with_reinhard_shoulder_length
    Sets a new shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

    Arguments

    • float length - The shoulder length.
      Range of values: [0.0f, 1.0f]. The default value is 0.14f.

    float getACESWithReinhardShoulderLength() const#

    Console: render_aces_with_reinhard_shoulder_length
    Returns the current shoulder length parameter for the ACES with Reinhard operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

    Return value

    Current shoulder length.
    Range of values: [0.0f, 1.0f]. The default value is 0.14f.

    void setACESWithReinhardShoulderStrength ( float strength ) #

    Console: render_aces_with_reinhard_shoulder_strength
    Sets a new shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

    Arguments

    • float strength - The shoulder strength.
      Range of values: [0.0f, 10.0f]. The default value is 0.59f.

    float getACESWithReinhardShoulderStrength() const#

    Console: render_aces_with_reinhard_shoulder_strength
    Returns the current shoulder strength parameter for the ACES with Reinhard operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

    Return value

    Current shoulder strength.
    Range of values: [0.0f, 10.0f]. The default value is 0.59f.

    void setACESWithReinhardShoulderAngle ( float angle ) #

    Console: render_aces_with_reinhard_shoulder_angle
    Sets a new shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

    Arguments

    • float angle - The shoulder angle.
      Range of values: [0.0f, 10.0f]. The default value is 2.43f.

    float getACESWithReinhardShoulderAngle() const#

    Console: render_aces_with_reinhard_shoulder_angle
    Returns the current shoulder angle parameter for the ACES with Reinhard operator. Controls how much overshoot should be added to the curve's shoulder.

    Return value

    Current shoulder angle.
    Range of values: [0.0f, 10.0f]. The default value is 2.43f.

    void setACESWithReinhardToe ( float toe ) #

    Console: render_aces_with_reinhard_toe
    Sets a new toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

    Arguments

    • float toe - The toe value.
      Range of values: [0.0f, 10.0f]. The default value is 0.03f.

    float getACESWithReinhardToe() const#

    Console: render_aces_with_reinhard_toe
    Returns the current toe parameter for the ACES with Reinhard operator. Controls the dark color. Higher values result in darker colors.

    Return value

    Current toe value.
    Range of values: [0.0f, 10.0f]. The default value is 0.03f.

    void setACESWithReinhardWhiteClip ( float clip ) #

    Console: render_aces_with_reinhard_white_clip
    Sets a new white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

    Arguments

    • float clip - The white clip value.
      Range of values: [0.0f, 10.0f]. The default value is 2.51f.

    float getACESWithReinhardWhiteClip() const#

    Console: render_aces_with_reinhard_white_clip
    Returns the current white clip parameter for the ACES with Reinhard operator. Controls the cut-off point for white.ACES with Reinhard operator's white clip.

    Return value

    Current white clip value.
    Range of values: [0.0f, 10.0f]. The default value is 2.51f.

    void setACESShoulderLength ( float length ) #

    Console: render_aces_shoulder_length
    Sets a new shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

    Arguments

    • float length - The shoulder length.
      Range of values: [0.0f, 1.0f]. The default value is 0.59f.

    float getACESShoulderLength() const#

    Console: render_aces_shoulder_length
    Returns the current shoulder length parameter for the ACES operator. Controls the amount of f-stops to add to the dynamic range of the curve. Defines how much of the highlights the curve takes into account.

    Return value

    Current shoulder length.
    Range of values: [0.0f, 1.0f]. The default value is 0.59f.

    void setACESShoulderStrength ( float strength ) #

    Console: render_aces_shoulder_strength
    Sets a new shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

    Arguments

    • float strength - The shoulder strength.
      Range of values: [0.0f, 10.0f]. The default value is 0.59f.

    float getACESShoulderStrength() const#

    Console: render_aces_shoulder_strength
    Returns the current shoulder strength parameter for the ACES operator. Controls the strength of the transition between the curve's midsection and the curve's shoulder.

    Return value

    Current shoulder strength.
    Range of values: [0.0f, 10.0f]. The default value is 0.59f.

    void setACESShoulderAngle ( float angle ) #

    Console: render_aces_shoulder_angle
    Sets a new shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

    Arguments

    • float angle - The shoulder angle.
      Range of values: [0.0f, 10.0f]. The default value is 2.43f.

    float getACESShoulderAngle() const#

    Console: render_aces_shoulder_angle
    Returns the current shoulder angle parameter for the ACES operator. Controls how much overshoot should be added to the curve's shoulder.

    Return value

    Current shoulder angle.
    Range of values: [0.0f, 10.0f]. The default value is 2.43f.

    void setACESToe ( float acestoe ) #

    Console: render_aces_toe
    Sets a new toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

    Arguments

    • float acestoe - The toe value.
      Range of values: [0.0f, 10.0f]. The default value is 0.03f.

    float getACESToe() const#

    Console: render_aces_toe
    Returns the current toe parameter for the ACES operator. Controls the dark color. Higher values result in darker colors.

    Return value

    Current toe value.
    Range of values: [0.0f, 10.0f]. The default value is 0.03f.

    void setACESWhiteClip ( float clip ) #

    Console: render_aces_white_clip
    Sets a new white clip parameter for the ACES operator. Controls the cut-off point for white.

    Arguments

    • float clip - The white clip value.
      Range of values: [0.0f, 10.0f]. The default value is 2.51f.

    float getACESWhiteClip() const#

    Console: render_aces_white_clip
    Returns the current white clip parameter for the ACES operator. Controls the cut-off point for white.

    Return value

    Current white clip value.
    Range of values: [0.0f, 10.0f]. The default value is 2.51f.

    void setACESWithReinhardMix ( float mix ) #

    Console: render_aces_with_reinhard_mix
    Sets a new ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

    Arguments

    • float mix - The ACES with Reinhard tonemapping operator contribution.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    float getACESWithReinhardMix() const#

    Console: render_aces_with_reinhard_mix
    Returns the current ACES with Reinhard tonemapping operator contribution. If the value is closer to 0, then ACES prevails. Otherwise, when the value is closer to 1, the Reinhard has a grater impact.

    Return value

    Current ACES with Reinhard tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.

    void setReinhardLumaBasedContribution ( float contribution ) #

    Console: render_reinhard_luma_based_contribution
    Sets a new Reinhard Luma-Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

    Arguments

    • float contribution - The Reinhard Luma-Based tonemapping operator contribution.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getReinhardLumaBasedContribution() const#

    Console: render_reinhard_luma_based_contribution
    Returns the current Reinhard Luma-Based tonemapping operator contribution. Controls the overall contribution that the Reinhard operator makes to the final color grading of the image. Higher values result in more tonemapping contribution to the final image.

    Return value

    Current Reinhard Luma-Based tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setReinhardContribution ( float contribution ) #

    Console: render_reinhard_contribution
    Sets a new Reinhard tonemapping operator contribution.

    The value is calculated according to the following formula:

    C / (1 + C)
    It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

    Arguments

    • float contribution - The Reinhard tonemapping operator contribution.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getReinhardContribution() const#

    Console: render_reinhard_contribution
    Returns the current Reinhard tonemapping operator contribution.

    The value is calculated according to the following formula:

    C / (1 + C)
    It controls the overall contribution that the Reinhard operator makes to the final color grading of the image. The higher values result in more tonemapping contribution to the final image.

    Return value

    Current Reinhard tonemapping operator contribution.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setTonemapper ( bool tonemapper ) #

    Console: render_tonemapper
    Sets a new value indicating if tone mapping is enabled.

    Arguments

    • bool tonemapper - Set true to enable tone mappingtone mapping mode.; false - to disable it. The default value is true.

    bool isTonemapper() const#

    Console: render_tonemapper
    Returns the current value indicating if tone mapping is enabled.

    Return value

    true if tone mappingtone mapping mode. is enabled; otherwise false. The default value is true.

    void setTonemapperMode ( Render::TONEMAPPER mode ) #

    Console: render_tonemapper_mode
    Sets a new mode of tone mapping.

    Arguments

    • Render::TONEMAPPER mode - The tone mapping mode. One of the following values:
      • 0 - Filmic
      • 1 - ACES (by default)
      • 2 - ACES with Reinhard
      • 3 - Reinhard
      • 4 - Reinhard Luma-Based

    Render::TONEMAPPER getTonemapperMode() const#

    Console: render_tonemapper_mode
    Returns the current mode of tone mapping.

    Return value

    Current tone mapping mode. One of the following values:
    • 0 - Filmic
    • 1 - ACES (by default)
    • 2 - ACES with Reinhard
    • 3 - Reinhard
    • 4 - Reinhard Luma-Based

    void setWaterWaterlineAccuracy ( int accuracy ) #

    Console: render_water_waterline_accuracy
    Sets a new quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

    Arguments

    • int accuracy - The accuracy value. One of the following values:
      • Low - low quality (by default)
      • Medium - medium quality
      • High - high quality
      • Ultra - ultra quality

    int getWaterWaterlineAccuracy() const#

    Console: render_water_waterline_accuracy
    Returns the current quality of underwater and waterline determination. Use high quality only if you need to submerge underwater (to see the waterline) and at medium and high Beaufort values.

    Return value

    Current accuracy value. One of the following values:
    • Low - low quality (by default)
    • Medium - medium quality
    • High - high quality
    • Ultra - ultra quality

    void setWaterCullingObliqueFrustum ( float frustum ) #

    Console: render_water_culling_oblique_frustum
    Sets a new multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

    Arguments

    • float frustum - The multiplier value.
      Range of values: [0.0f, 1.0f]. The default value is 0.9f.

    float getWaterCullingObliqueFrustum() const#

    Console: render_water_culling_oblique_frustum
    Returns the current multiplier for the size of viewing frustum used for culling polygons of Global Water object beyond the oblique frustum plane. The higher the value, the more patches will be culled.

    Return value

    Current multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.9f.

    void setWaterCullingFrustumPadding ( float padding ) #

    Console: render_water_culling_frustum_padding
    Sets a new value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

    Arguments

    • float padding - The frustum padding multiplier value.
      Range of values: [0.0f, 1.0f]. The default value is 0.1f.

    float getWaterCullingFrustumPadding() const#

    Console: render_water_culling_frustum_padding
    Returns the current value, by which the borders of the current frustum are increased. Frustum culling is performed for the frustum of the increased size. By the maximum value of 1, the frustum borders will be increased by the size of the current frustum.

    Return value

    Current frustum padding multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.1f.

    void setWaterCullingAggressive ( bool aggressive ) #

    Console: render_water_culling_aggressive
    Sets a new value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

    Arguments

    • bool aggressive - Set true to enable frustum culling optimization; false - to disable it. The default value is true.

    bool isWaterCullingAggressive() const#

    Console: render_water_culling_aggressive
    Returns the current value indicating if frustum culling optimization is enabled for the Global Water. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

    Return value

    true if frustum culling optimization is enabled; otherwise false. The default value is true.

    void setWaterGeometrySubpixelReduction ( float reduction ) #

    Console: render_water_geometry_subpixel_reduction
    Sets a new minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

    Arguments

    • float reduction - The subpixel reduction ratio.
      Range of values: [0.0f, 50.0f]. The default value is 6.0f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getWaterGeometrySubpixelReduction() const#

    Console: render_water_geometry_subpixel_reduction
    Returns the current minimum ratio of a polygon size (in screen space) to the size of an area seen in the viewport. If the ratio calculated for the polygon is less than this value, such polygon will be removed.

    Return value

    Current subpixel reduction ratio.
    Range of values: [0.0f, 50.0f]. The default value is 6.0f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setWaterGeometryFadeLods ( float lods ) #

    Console: render_water_geometry_fade_lods
    Sets a new intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.

    Arguments

    • float lods - The fading intensity value.
      Range of values: [0.0f, 1.0f]. The default value is 0.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getWaterGeometryFadeLods() const#

    Console: render_water_geometry_fade_lods
    Returns the current intensity of fading between levels of Global Water geometry tessellation. This value can be increased to remove sharp edges between areas with different geometry density.

    Return value

    Current fading intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 0.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setWaterGeometryProgression ( float progression ) #

    Console: render_water_geometry_progression
    Sets a new progression of Global Water geometry tessellation.

    Arguments

    • float progression - The CPU cache size, in percentage of the total CPU memory.
      Range of values: [0.0f, 50.0f]. The default value is 1.5f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getWaterGeometryProgression() const#

    Console: render_water_geometry_progression
    Returns the current progression of Global Water geometry tessellation.

    Return value

    Current CPU cache size, in percentage of the total CPU memory.
    Range of values: [0.0f, 50.0f]. The default value is 1.5f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setWaterGeometryPolygonSize ( float size ) #

    Console: render_water_geometry_polygon_size
    Sets a new size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.

    Arguments

    • float size - The size of Global Water polygons, in units.
      Range of values: [0.0f, 1000.0f]. The default value is 0.01f.
      Notice
      Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    float getWaterGeometryPolygonSize() const#

    Console: render_water_geometry_polygon_size
    Returns the current size of Global Water polygons. The value defines the maximum allowed density of Global Water geometry. If the polygon size is large, small waves will be lost. It is better to set this parameter to about 1/3 or 1/4 of the smallest wavelength.

    Return value

    Current size of Global Water polygons, in units.
    Range of values: [0.0f, 1000.0f]. The default value is 0.01f.
    Notice
    Setting the value via API changes only the setting stored in the Custom preset, and will take effect only when this preset is active (change active preset via setWaterGeometryPreset()). Checking the parameter returns the corresponding setting stored in the active preset (default or custom one).

    void setWaterVisibleDistance ( float distance ) #

    Console: render_water_visible_distance
    Sets a new maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

    Arguments

    • float distance - The maximum visibility distance, in meters.
      Range of values: [0.0f, inf]. The default value is 30000.0f.

    float getWaterVisibleDistance() const#

    Console: render_water_visible_distance
    Returns the current maximum visibility distance for the Global Water. The water is visible, as long as the distance between the camera and the water object does not exceed this value.

    Return value

    Current maximum visibility distance, in meters.
    Range of values: [0.0f, inf]. The default value is 30000.0f.

    void setDistanceOffset ( float offset ) #

    Console: render_distance_offset
    Sets a new global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

    Arguments

    • float offset - The distance offset value.
      Range of values: [0.0f, inf]. The default value is 0.0f.

    float getDistanceOffset() const#

    Console: render_distance_offset
    Returns the current global distance offset for all distance parameters: shadow distance, light distance, LOD distances, etc.

    Return value

    Current distance offset value.
    Range of values: [0.0f, inf]. The default value is 0.0f.

    void setEnvironmentHemisphere ( int hemisphere ) #

    Console: render_environment_hemisphere
    Sets a new value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

    Arguments

    • int hemisphere - The rendering of environment only for the top (above-ground) hemisphere The default value is false.

    int getEnvironmentHemisphere() const#

    Console: render_environment_hemisphere
    Returns the current value indicating if rendering of environment only for the top (above-ground) hemisphere is enabled. The underground is rendered black. When disabled, environment for the whole sphere is rendered.

    Return value

    Current rendering of environment only for the top (above-ground) hemisphere The default value is false.

    void setWaterPlanarProbes ( bool probes ) #

    Console: render_water_planar_probes
    Sets a new value indicating if rendering of Planar Reflection Probes on the water surface is enabled.

    Arguments

    • bool probes - Set true to enable rendering of planar reflection probes on the water surface; false - to disable it. The default value is true.

    bool isWaterPlanarProbes() const#

    Console: render_water_planar_probes
    Returns the current value indicating if rendering of Planar Reflection Probes on the water surface is enabled.

    Return value

    true if rendering of planar reflection probes on the water surface is enabled; otherwise false. The default value is true.

    int getNumDebugMaterials() const#

    Returns the current number of debug materials.

    Return value

    Current number of debug materials.

    void setColorCorrectionHuePerColor ( bool color ) #

    Console: color_correction_hue_per_color
    Sets a new value indicating if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled.

    Arguments

    • bool color - Set true to enable fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre; false - to disable it. The default value is true.

    bool isColorCorrectionHuePerColor() const#

    Console: color_correction_hue_per_color
    Returns the current value indicating if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled.

    Return value

    true if fine-adjustment of hue (color shift) for each of the 12 major colors of the spectre is enabled; otherwise false. The default value is true.

    void setColorCorrectionSaturationPerColor ( bool color ) #

    Console: color_correction_saturation_per_color
    Sets a new value indicating if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled.

    Arguments

    • bool color - Set true to enable fine-adjustment of saturation for each of the 12 major colors of the spectre; false - to disable it. The default value is true.

    bool isColorCorrectionSaturationPerColor() const#

    Console: color_correction_saturation_per_color
    Returns the current value indicating if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled.

    Return value

    true if fine-adjustment of saturation for each of the 12 major colors of the spectre is enabled; otherwise false. The default value is true.

    void setColorCorrectionByCurves ( bool curves ) #

    Console: color_correction_by_curves
    Sets a new value indicating if color correction via curves is enabled.

    Arguments

    • bool curves - Set true to enable color correction via curves; false - to disable it. The default value is true.

    bool isColorCorrectionByCurves() const#

    Console: color_correction_by_curves
    Returns the current value indicating if color correction via curves is enabled.

    Return value

    true if color correction via curves is enabled; otherwise false. The default value is true.

    void setVignetteMask ( bool mask ) #

    Console: render_vignette_mask
    Sets a new value indicating if rendering of the Vignette Mask post-effect is enabled. The effect applies darkening towards the edges of an image compared to the center usually caused by thick or stacked filters, secondary lenses, and lens hoods. It can be used for an artistic effect, to draw focus to the center of the image.

    Arguments

    • bool mask - Set true to enable rendering of the Vignette Mask post-effect; false - to disable it. The default value is false.

    bool isVignetteMask() const#

    Console: render_vignette_mask
    Returns the current value indicating if rendering of the Vignette Mask post-effect is enabled. The effect applies darkening towards the edges of an image compared to the center usually caused by thick or stacked filters, secondary lenses, and lens hoods. It can be used for an artistic effect, to draw focus to the center of the image.

    Return value

    true if rendering of the Vignette Mask post-effect is enabled; otherwise false. The default value is false.

    void setVignetteMaskIntensity ( float intensity ) #

    Console: render_vignette_mask_intensity
    Sets a new intensity of the Vignette Mask. Defines the amount of vignetting on the screen: higher values moke the vignette wider.

    Arguments

    • float intensity - The vignette mask Intensity value.
      Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    float getVignetteMaskIntensity() const#

    Console: render_vignette_mask_intensity
    Returns the current intensity of the Vignette Mask. Defines the amount of vignetting on the screen: higher values moke the vignette wider.

    Return value

    Current vignette mask Intensity value.
    Range of values: [0.0f, 1.0f]. The default value is 1.0f.

    void setVignetteMaskPower ( float power ) #

    Console: render_vignette_mask_power
    Sets a new Power value that controls mask opacity for the Vignette Mask post-effect.

    Arguments

    • float power - The vignette mask power value
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getVignetteMaskPower() const#

    Console: render_vignette_mask_power
    Returns the current Power value that controls mask opacity for the Vignette Mask post-effect.

    Return value

    Current vignette mask power value
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setVignetteMaskTexturePath ( const char * path ) #

    Sets a new path to the custom mask texture for the Vignette Mask post-effect.

    Arguments

    • const char * path - The path to the custom mask texture for the vignette.

    const char * getVignetteMaskTexturePath() const#

    Returns the current path to the custom mask texture for the Vignette Mask post-effect.

    Return value

    Current path to the custom mask texture for the vignette.

    void setNoise ( bool noise ) #

    Console: render_noise
    Sets a new value indicating if rendering of the Noise post-effect is enabled.

    Arguments

    • bool noise - Set true to enable rendering of the Noise post-effect; false - to disable it. The default value is false.

    bool isNoise() const#

    Console: render_noise
    Returns the current value indicating if rendering of the Noise post-effect is enabled.

    Return value

    true if rendering of the Noise post-effect is enabled; otherwise false. The default value is false.

    void setNoiseIntensity ( float intensity ) #

    Console: render_noise_intensity
    Sets a new intensity of the Noise post-effect. Higher values result in more noise applied to the image.

    Arguments

    • float intensity - The noise intensity value.
      Range of values: [0.0f, inf]. The default value is 0.03f.

    float getNoiseIntensity() const#

    Console: render_noise_intensity
    Returns the current intensity of the Noise post-effect. Higher values result in more noise applied to the image.

    Return value

    Current noise intensity value.
    Range of values: [0.0f, inf]. The default value is 0.03f.

    void setChromaticAberration ( bool aberration ) #

    Console: render_chromatic_aberration
    Sets a new value indicating if rendering of the Chromatic Aberration post-effect is enabled. This effect simulates color shifts in real-world camera lenses due to light rays entering a lens at different points causing separation of RGB colors.

    Arguments

    • bool aberration - Set true to enable rendering of the Chromatic Aberration post-effect; false - to disable it. The default value is false.

    bool isChromaticAberration() const#

    Console: render_chromatic_aberration
    Returns the current value indicating if rendering of the Chromatic Aberration post-effect is enabled. This effect simulates color shifts in real-world camera lenses due to light rays entering a lens at different points causing separation of RGB colors.

    Return value

    true if rendering of the Chromatic Aberration post-effect is enabled; otherwise false. The default value is false.

    void setChromaticAberrationIntensity ( float intensity ) #

    Console: render_chromatic_aberration_intensity
    Sets a new intensity (strength) of the Chromatic Aberration post-effect. Controls how much color shifting occurs.

    Arguments

    • float intensity - The chromatic aberration intensity value.
      Range of values: [0.0f, inf]. The default value is 0.5f.

    float getChromaticAberrationIntensity() const#

    Console: render_chromatic_aberration_intensity
    Returns the current intensity (strength) of the Chromatic Aberration post-effect. Controls how much color shifting occurs.

    Return value

    Current chromatic aberration intensity value.
    Range of values: [0.0f, inf]. The default value is 0.5f.

    void setChromaticAberrationNoiseIntensity ( float intensity ) #

    Console: render_chromatic_aberration_noise_intensity
    Sets a new intensity of noise applied for the Chromatic Aberration post-effect.

    Arguments

    • float intensity - The noise intensity value for the Chromatic Aberration post-effect.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getChromaticAberrationNoiseIntensity() const#

    Console: render_chromatic_aberration_noise_intensity
    Returns the current intensity of noise applied for the Chromatic Aberration post-effect.

    Return value

    Current noise intensity value for the Chromatic Aberration post-effect.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setChromaticAberrationSamples ( int samples ) #

    Console: render_chromatic_aberration_samples
    Sets a new number of samples used for calculation of the Chromatic Aberration post-effect. Higher values reduce banding making the effect look smoother.

    Arguments

    • int samples - The number of samples used for calculation of the Chromatic Aberration post-effect.
      Range of values: [1, 32]. The default value is 1.

    int getChromaticAberrationSamples() const#

    Console: render_chromatic_aberration_samples
    Returns the current number of samples used for calculation of the Chromatic Aberration post-effect. Higher values reduce banding making the effect look smoother.

    Return value

    Current number of samples used for calculation of the Chromatic Aberration post-effect.
    Range of values: [1, 32]. The default value is 1.

    void setLandscapeTerrainCullingMap ( float map ) #

    Console: render_landscape_terrain_culling_map
    Sets a new extent of culling of Landscape Layer Maps with the distance. In case small Landscape Layer Maps disappear too soon with the distance, try increasing this value.

    Arguments

    • float map - The extent of culling of Landscape Layer Maps with the distance.
      Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    float getLandscapeTerrainCullingMap() const#

    Console: render_landscape_terrain_culling_map
    Returns the current extent of culling of Landscape Layer Maps with the distance. In case small Landscape Layer Maps disappear too soon with the distance, try increasing this value.

    Return value

    Current extent of culling of Landscape Layer Maps with the distance.
    Range of values: [0.0f, 1.0f]. The default value is 0.3f.

    void setLandscapeTerrainCullingObliqueFrustum ( float frustum ) #

    Console: render_landscape_terrain_culling_oblique_frustum
    Sets a new multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

    Arguments

    • float frustum - The multiplier value.
      Range of values: [0.0f, 1.0f]. The default value is 0.9f.

    float getLandscapeTerrainCullingObliqueFrustum() const#

    Console: render_landscape_terrain_culling_oblique_frustum
    Returns the current multiplier for culling of tessellation patches of the Landscape Terrain beyond the oblique frustum plane. Higher values result in more patches culled.

    Return value

    Current multiplier value.
    Range of values: [0.0f, 1.0f]. The default value is 0.9f.

    void setLandscapeTerrainCullingPaddingPatchCPU ( float cpu ) #

    Console: render_landscape_terrain_culling_padding_patch_cpu
    Sets a new padding between LODs of patches culled on CPU.

    Arguments

    • float cpu - The padding between LODs of patches culled on CPU.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getLandscapeTerrainCullingPaddingPatchCPU() const#

    Console: render_landscape_terrain_culling_padding_patch_cpu
    Returns the current padding between LODs of patches culled on CPU.

    Return value

    Current padding between LODs of patches culled on CPU.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setLandscapeTerrainCullingPaddingPatchGPU ( float gpu ) #

    Console: render_landscape_terrain_culling_padding_patch_gpu
    Sets a new padding between LODs of patches culled on GPU.

    Arguments

    • float gpu - The padding between LODs of patches culled on GPU.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getLandscapeTerrainCullingPaddingPatchGPU() const#

    Console: render_landscape_terrain_culling_padding_patch_gpu
    Returns the current padding between LODs of patches culled on GPU.

    Return value

    Current padding between LODs of patches culled on GPU.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setLandscapeTerrainCullingPaddingTriangles ( float triangles ) #

    Console: render_landscape_terrain_culling_padding_triangles
    Sets a new padding between LODs of tessellated polygons.

    Arguments

    • float triangles - The padding between LODs of tessellated polygons.
      Range of values: [0.0f, inf]. The default value is 1.0f.

    float getLandscapeTerrainCullingPaddingTriangles() const#

    Console: render_landscape_terrain_culling_padding_triangles
    Returns the current padding between LODs of tessellated polygons.

    Return value

    Current padding between LODs of tessellated polygons.
    Range of values: [0.0f, inf]. The default value is 1.0f.

    void setLandscapeTerrainCullingPatchBatching ( int batching ) #

    Console: render_landscape_terrain_culling_patch_batching
    Sets a new number of culling patches of Landscape Terrain processed in a batch. The higher this value, the more patches will be checked for visibility on CPU at once.

    Arguments

    • int batching - The number of batched culling patches.
      Range of values: [1, 64]. The default value is 16.

    int getLandscapeTerrainCullingPatchBatching() const#

    Console: render_landscape_terrain_culling_patch_batching
    Returns the current number of culling patches of Landscape Terrain processed in a batch. The higher this value, the more patches will be checked for visibility on CPU at once.

    Return value

    Current number of batched culling patches.
    Range of values: [1, 64]. The default value is 16.

    void setLandscapeTerrainCullingPatchResolutionCPU ( int cpu ) #

    Console: render_landscape_terrain_culling_patch_resolution_cpu
    Sets a new number of subdivisions for patches of Landscape Terrain culled on the CPU side that are to be passed to GPU. The lowest value of 2 corresponds to no subdivisions at all, i.e. all patched will be culled on the CPU side. By increasing this value you can reduce the load on CPU as more patches will be checked for visibility on the GPU side.

    Arguments

    • int cpu - The number of subdivisions for patches culled on CPU.
      Range of values: [2, 64]. The default value is 2.

    int getLandscapeTerrainCullingPatchResolutionCPU() const#

    Console: render_landscape_terrain_culling_patch_resolution_cpu
    Returns the current number of subdivisions for patches of Landscape Terrain culled on the CPU side that are to be passed to GPU. The lowest value of 2 corresponds to no subdivisions at all, i.e. all patched will be culled on the CPU side. By increasing this value you can reduce the load on CPU as more patches will be checked for visibility on the GPU side.

    Return value

    Current number of subdivisions for patches culled on CPU.
    Range of values: [2, 64]. The default value is 2.

    void setLandscapeTerrainCullingPatchResolutionGPU ( int gpu ) #

    Console: render_landscape_terrain_culling_patch_resolution_gpu
    Sets a new number of subdivisions for patches of Landscape Terrain culled on the GPU side that are to be tessellated. By lowering this value you reduce the load on CPU, by increasing it you reduce the load on GPU. The point is to find a trade-off between loads in the given conditions on the target hardware.

    Arguments

    • int gpu - The number of subdivisions for patches culled on GPU.
      Range of values: [4, 64]. The default value is 32.

    int getLandscapeTerrainCullingPatchResolutionGPU() const#

    Console: render_landscape_terrain_culling_patch_resolution_gpu
    Returns the current number of subdivisions for patches of Landscape Terrain culled on the GPU side that are to be tessellated. By lowering this value you reduce the load on CPU, by increasing it you reduce the load on GPU. The point is to find a trade-off between loads in the given conditions on the target hardware.

    Return value

    Current number of subdivisions for patches culled on GPU.
    Range of values: [4, 64]. The default value is 32.

    void setLandscapeTerrainCullingDepthResolution ( int resolution ) #

    Console: render_landscape_terrain_culling_depth_resolution
    Sets a new resolution of the buffer used for culling by depth.

    Arguments

    • int resolution - The resolution of the buffer used for culling by depth.
      Range of values: [4, 2048]. The default value is 64.

    int getLandscapeTerrainCullingDepthResolution() const#

    Console: render_landscape_terrain_culling_depth_resolution
    Returns the current resolution of the buffer used for culling by depth.

    Return value

    Current resolution of the buffer used for culling by depth.
    Range of values: [4, 2048]. The default value is 64.

    void setLandscapeTerrainCullingByDepth ( bool depth ) #

    Console: render_landscape_terrain_culling_by_depth
    Sets a new value indicating if culling by depth is enabled. Keep this option enabled to get the performance higher due to culling of tiles occluded by geometry and Landscape Terrain itself.

    Arguments

    • bool depth - Set true to enable culling by depth.; false - to disable it. The default value is true.

    bool isLandscapeTerrainCullingByDepth() const#

    Console: render_landscape_terrain_culling_by_depth
    Returns the current value indicating if culling by depth is enabled. Keep this option enabled to get the performance higher due to culling of tiles occluded by geometry and Landscape Terrain itself.

    Return value

    true if culling by depth. is enabled; otherwise false. The default value is true.

    void setLandscapeTerrainCullingFrustumAggressive ( bool aggressive ) #

    Console: render_landscape_terrain_culling_frustum_aggressive
    Sets a new value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

    Arguments

    • bool aggressive - Set true to enable frustum culling optimization for the Landscape Terrain; false - to disable it. The default value is true.

    bool isLandscapeTerrainCullingFrustumAggressive() const#

    Console: render_landscape_terrain_culling_frustum_aggressive
    Returns the current value indicating if frustum culling optimization is enabled for the Landscape Terrain. When enabled, the number of culled polygons increases thereby increasing performance. In case of any issues with polygons rendering, try disabling this option (however, note that performance may drop).

    Return value

    true if frustum culling optimization for the Landscape Terrain is enabled; otherwise false. The default value is true.

    void setLandscapeTerrainGeometryDetailMaxHeight ( float height ) #

    Console: render_landscape_terrain_geometry_detail_max_height
    Sets a new maximum height for detail displacement clamping. Adjust this value to the highest height value used in details in case of artifacts of stepped geometry caused by insufficient bit depth.

    Arguments

    • float height - The
      Range of values: [0.0f, 10.0f]. The default value is 0.5f.

    float getLandscapeTerrainGeometryDetailMaxHeight() const#

    Console: render_landscape_terrain_geometry_detail_max_height
    Returns the current maximum height for detail displacement clamping. Adjust this value to the highest height value used in details in case of artifacts of stepped geometry caused by insufficient bit depth.

    Return value

    Current
    Range of values: [0.0f, 10.0f]. The default value is 0.5f.

    void setLandscapeTerrainDetailCompression ( int compression ) #

    Console: render_landscape_terrain_detail_compression
    Sets a new mode of detail textures compression. Compressed detail textures take less video memory.

    Arguments

    • int compression - The detail textures compression. One of the following values:
      • 0 - Disabled
      • 1 - Fast Compression (by default)
      • 2 - High Quality

    int getLandscapeTerrainDetailCompression() const#

    Console: render_landscape_terrain_detail_compression
    Returns the current mode of detail textures compression. Compressed detail textures take less video memory.

    Return value

    Current detail textures compression. One of the following values:
    • 0 - Disabled
    • 1 - Fast Compression (by default)
    • 2 - High Quality

    void setLandscapeTerrainStreamingPerLods ( bool lods ) #

    Console: render_landscape_terrain_streaming_per_lods
    Sets a new value indicating if streaming per LODs (MIP maps) is enabled. Disable this option to make streaming faster by skipping loading of intermediate MIP-levels for textures.

    Arguments

    • bool lods - Set true to enable ; false - to disable it. The default value is true.

    bool isLandscapeTerrainStreamingPerLods() const#

    Console: render_landscape_terrain_streaming_per_lods
    Returns the current value indicating if streaming per LODs (MIP maps) is enabled. Disable this option to make streaming faster by skipping loading of intermediate MIP-levels for textures.

    Return value

    true if is enabled; otherwise false. The default value is true.

    void setLandscapeTerrainStreamingThreads ( int threads ) #

    Console: render_landscape_terrain_streaming_threads
    Sets a new number of threads used for streaming.

    Arguments

    • int threads - The
      Range of values: [0, 32]. The default value is 1.

    int getLandscapeTerrainStreamingThreads() const#

    Console: render_landscape_terrain_streaming_threads
    Returns the current number of threads used for streaming.

    Return value

    Current
    Range of values: [0, 32]. The default value is 1.

    void setLandscapeTerrainVTSamplerFeedbackBufferResolution ( const Math::vec2& resolution ) #

    Console: render_landscape_terrain_vt_sampler_feedback_buffer_resolution
    Sets a new resolution of the buffer used to transfer data about tiles and what MIP-levels to be loaded.

    Arguments

    • const Math::vec2& resolution - The buffer resolution (X, Y), in pixels.
      From 1x1 to 1024x1024 Default: 80x60

    Math::vec2 getLandscapeTerrainVTSamplerFeedbackBufferResolution() const#

    Console: render_landscape_terrain_vt_sampler_feedback_buffer_resolution
    Returns the current resolution of the buffer used to transfer data about tiles and what MIP-levels to be loaded.

    Return value

    Current buffer resolution (X, Y), in pixels.
    From 1x1 to 1024x1024 Default: 80x60

    void setLandscapeTerrainVTSamplerFeedbackScreenResolution ( int resolution ) #

    Console: render_landscape_terrain_vt_sampler_feedback_screen_resolution
    Sets a new resolution of the screen buffer used to detect visible tiles and what MIP-levels to be loaded.

    Arguments

    • int resolution - The One of the following values:
      • 0 - Quarter
      • 1 - Half (by default)
      • 2 - Full

    int getLandscapeTerrainVTSamplerFeedbackScreenResolution() const#

    Console: render_landscape_terrain_vt_sampler_feedback_screen_resolution
    Returns the current resolution of the screen buffer used to detect visible tiles and what MIP-levels to be loaded.

    Return value

    Current One of the following values:
    • 0 - Quarter
    • 1 - Half (by default)
    • 2 - Full

    void setLandscapeTerrainVTHashSize ( int size ) #

    Console: render_landscape_terrain_vt_hash_size
    Sets a new upper limit for the hash function used to determine tiles of Landscape Terrain. The value must be high enough to cover all variety of world-space positions of tiles being used and streamed.

    Arguments

    • int size - The
      Range of values: [1000, 5000000]. The default value is 1000000.

    int getLandscapeTerrainVTHashSize() const#

    Console: render_landscape_terrain_vt_hash_size
    Returns the current upper limit for the hash function used to determine tiles of Landscape Terrain. The value must be high enough to cover all variety of world-space positions of tiles being used and streamed.

    Return value

    Current
    Range of values: [1000, 5000000]. The default value is 1000000.

    void setLandscapeTerrainVTHashSizeNumberMistakes ( int mistakes ) #

    Console: render_landscape_terrain_vt_hash_number_mistakes
    Sets a new number of mistakes of the hash function used in Landscape Terrain data streaming. This value actually represents the number of iterations to compute a new unique hash value that determines a tile being streamed. Too low values may introduce collisions and, therefore, wrong terrain data at certain areas.

    Arguments

    • int mistakes - The
      Range of values: [1, 32]. The default value is 2.

    int getLandscapeTerrainVTHashSizeNumberMistakes() const#

    Console: render_landscape_terrain_vt_hash_number_mistakes
    Returns the current number of mistakes of the hash function used in Landscape Terrain data streaming. This value actually represents the number of iterations to compute a new unique hash value that determines a tile being streamed. Too low values may introduce collisions and, therefore, wrong terrain data at certain areas.

    Return value

    Current
    Range of values: [1, 32]. The default value is 2.

    void setEnabled ( int arg1 ) const#

    Enables or disables the render.

    Arguments

    • int arg1 - 1 to enable the render, 0 to disable it.

    int isEnabled ( ) const#

    Returns a value indicating if the render is enabled.

    Return value

    1 if the render is enabled; otherwise, 0.

    bool isAPISupported ( int api ) #

    Returns a value indicating if the specified graphics API (Null/OpenGL/DirectX) is currently supported.

    Arguments

    • int api - Graphics API ID. One of the API_* values.

    Return value

    true if the specified graphics API is currently supported; otherwise, false.

    void beginDebugGroup ( const char * name ) #

    Starts a GPU debug group with a specified name in Microprofiler.

    Arguments

    • const char * name - Name of debug group.

    void endDebugGroup ( ) #

    Ends a GPU debug group previously started via the beginDebugGroup() method.

    void destroyCacheTexture ( const UGUID& guid ) #

    Deletes cache (images and metadata) stored on disk for the texture with the specified GUID. Corresponding files in the data/.cache_textures will be removed.

    Arguments

    • const UGUID& guid - Texture file GUID.

    void createCacheTexture ( const UGUID& guid ) #

    Generates cache for the texture with the specified GUID.
    Notice
    Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

    Arguments

    • const UGUID& guid - Texture file GUID.

    void destroyCacheTextures ( ) #

    Console: render_streaming_textures_cache_destroy
    Clears texture cache (images and metadata) stored on disk. All files in the data/.cache_textures will be removed.

    void unloadCacheTextures ( ) #

    Console: render_streaming_textures_cache_unload
    Unloads texture cache from the memory. This method does not delete files in the data/.cache_textures.

    void createCacheTextures ( ) #

    Console: render_streaming_textures_cache_create
    Generates texture cache for all textures used in the project.
    Notice
    Texture cache generated by this method is incomplete, only images are created, as all metadata (flags, etc.) is stored in materials.

    void loadCacheTextures ( ) #

    Console: render_streaming_textures_cache_load
    Loads texture cache from the disk. Texture cache always remains in memory after loading.

    Ptr<Texture> getBlack2DArrayTexture ( ) const#

    Returns black 2D array texture.

    Return value

    Black 2D array texture.

    Ptr<Texture> getBlack2DTexture ( ) const#

    Returns black 2D texture.

    Return value

    Black 2D texture.

    Ptr<Texture> getBlack2DUIntTexture ( ) const#

    Returns black 2D UInt texture.

    Return value

    Black 2D UInt texture.

    Ptr<Texture> getBlack3DTexture ( ) const#

    Returns black 3D texture.

    Return value

    Black 3D texture.

    Ptr<Texture> getBlackCubeTexture ( ) const#

    Returns black Cube texture.

    Return value

    Black Cube texture.

    Ptr<Texture> getGray2DArrayTexture ( ) const#

    Returns gray 2D array texture.

    Return value

    Gray 2D array texture.

    Ptr<Texture> getGray2DTexture ( ) const#

    Returns gray 2D texture.

    Return value

    Gray 2D texture.

    Ptr<Texture> getGray2DUIntTexture ( ) const#

    Returns gray 2D UInt texture.

    Return value

    Gray 2D UInt texture.

    Ptr<Texture> getGray3DTexture ( ) const#

    Returns gray 3D texture.

    Return value

    Gray 3D texture.

    Ptr<Texture> getGrayCubeTexture ( ) const#

    Returns gray Cube texture.

    Return value

    Gray Cube texture.

    Ptr<Texture> getWhite2DArrayTexture ( ) const#

    Returns white 2D array texture.

    Return value

    White 2D array texture.

    Ptr<Texture> getWhite2DTexture ( ) const#

    Returns white 2D texture.

    Return value

    White 2D texture.

    Ptr<Texture> getWhite2DUIntTexture ( ) const#

    Returns white 2D UInt texture.

    Return value

    White 2D UInt texture.

    Ptr<Texture> getWhite3DTexture ( ) const#

    Returns white 3D texture.

    Return value

    White 3D texture.

    Ptr<Texture> getWhiteCubeTexture ( ) const#

    Returns white Cube texture.

    Return value

    White Cube texture.

    size_t getMaxTextureBufferSize ( ) #

    Returns the maximum size of the texture buffer.

    Return value

    Maximum size of the texture buffer.

    void * addCallback ( int callback, Unigine::CallbackBase1< Unigine::Renderer * > * func ) #

    Adds a callback for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.Callback function must be as follows:
    Source code (C++)
    void callback_name(Renderer *renderer){
    
    	/* .. */
    	
    }

    Arguments

    • int callback - Stage of the rendering sequence for which a callback is to be added. One of the CALLBACK_* variables.
      Notice
      The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
    • Unigine::CallbackBase1< Unigine::Renderer * > * func - Callback pointer.

    Return value

    ID of the last added callback of the specified type, if the callback was added successfully; otherwise, nullptr. This ID can be used to remove this callback when necessary.

    void clearCallbacks ( int callback ) #

    Clears all added callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

    Arguments

    • int callback - Stage of the rendering sequence for which the callbacks are to be cleared. One of the CALLBACK_* variables.
      Notice
      The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.

    bool removeCallback ( int callback, void * id ) #

    Removes the specified callback from the list of callbacks for the specified stage of the rendering sequence. Callback functions can be used to get access to buffers and matrices at intermediate stages of the rendering sequence. Some of them are read-only, but most of them can be modified ad hoc.

    Arguments

    • int callback - Stage of the rendering sequence for which the callback is to be removed. One of the CALLBACK_* variables.
      Notice
      The _BEGIN prefix corresponds to the beginning of the rendering pass, _END - to its completion.
    • void * id - Callback ID obtained when adding it.

    Return value

    True if the callback with the given ID was removed successfully; otherwise false.

    void addScriptableMaterial ( const Ptr<Material> & material ) #

    Adds a new global scriptable material. To apply a scriptable material per-camera or per-player, use the addScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
    Notice
    Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

    Arguments

    • const Ptr<Material> & material - Scriptable material to be applied globally.

    void insertScriptableMaterial ( int num, const Ptr<Material> & material ) #

    Inserts a new global scriptable material to the list of globally applied scriptable materials. To apply a scriptable material per-camera or per-player, use the insertScriptableMaterial() method of the Camera class or the same method of the Player class respectively. The order of execution for scripts assigned to scriptable materials is defined by material's number in the list of materials applied globally.
    Notice
    Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

    Arguments

    • int num - Position at which a new scriptable material is to be inserted.
    • const Ptr<Material> & material - Scriptable material to be inserted into the list of globally applied scriptable materials.

    void removeScriptableMaterial ( int num ) #

    Removes the global scriptable material with the specified number.

    Arguments

    int findScriptableMaterial ( const Ptr<Material> & material ) const#

    Returns the number of the specified scriptable material applied globally. This number determines the order in which the assigned expressions are executed.
    Notice
    Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

    Arguments

    • const Ptr<Material> & material - Scriptable material for which a number is to be found.

    Return value

    Scriptable material number in the range from 0 to the total number of scriptable materials, or -1 if the specified material was not found.

    void setScriptableMaterial ( int num, const Ptr<Material> & material ) #

    Replaces the scriptable material with the specified number with the new scriptable material specified. The number of material determines the order in which the expressions assigned to it are executed.
    Notice
    Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

    Arguments

    Ptr<Material> getScriptableMaterial ( int num ) const#

    Returns a scriptable material applied globally by its number.

    Arguments

    Return value

    Scriptable material applied globally with the specified number.

    void setScriptableMaterialEnabled ( int num, bool enabled ) #

    Enables or disables the scriptable material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

    Arguments

    • int num - Scriptable material number in the range from 0 to the total number of scriptable materials.
    • bool enabled - 1 to enable the scriptable material with the specified number, 0 to disable it.

    bool getScriptableMaterialEnabled ( int num ) const#

    Returns a value indicating if the scriptable material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

    Arguments

    Return value

    1 if the scriptable material with the specified number is enabled; otherwise, 0.

    void swapScriptableMaterials ( int num_0, int num_1 ) #

    Swaps two scriptable materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.
    Notice
    Scriptable materials applied globally have their expressions executed before the ones that are applied per-camera or per-player.

    Arguments

    void clearScriptableMaterials ( ) #

    Clears all global scriptable materials.

    Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture ) #

    Allocates a temporary render texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0 ) #

    Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
    • const char * name - Name to be used for this temporary texture (optional).

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture ( const Ptr<Texture> & texture, const char * name = 0, int accessory ) #

    Allocates a temporary render texture for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
    • const char * name - Name to be used for this temporary texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0, int accessory ) #

    Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
    • const char * name - Name to be used for this temporary texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type, const char * name = 0 ) #

    Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
    • const char * name - Name to be used for this temporary texture (optional).

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture ( int width, int height, int depth, int format, int flags = 0, int type ) #

    Allocates a temporary render texture with the specified width, height, depth, format, flags, and type. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.

    Return value

    Temporary texture.

    Ptr<Texture> getTemporaryTexture2D ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 2D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    Arguments

    • int width - Width of the 2D texture, in pixels.
    • int height - Height of the 2D texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name - Name to be used for this temporary 2D texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D texture.

    Ptr<Texture> getTemporaryTexture2DArray ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 2D array texture with the specified width, height, number of layers, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    Arguments

    • int width - Width of the 2D array texture, in pixels.
    • int height - Height of the 2D array texture, in pixels.
    • int depth - Number of layers in the 2D array texture.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name - Name to be used for this temporary 2D array texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D array texture.

    Ptr<Texture> getTemporaryTexture3D ( int width, int height, int depth, int format, int flags = 0, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 3D texture with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    Arguments

    • int width - Width of the 3D texture, in pixels.
    • int height - Height of the 3D texture, in pixels.
    • int depth - Depth of the 3D texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name - Name to be used for this temporary 3D texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 3D texture.

    Ptr<Texture> getTemporaryTextureCube ( int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary cubemap texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. Release it using releaseTemporaryTexture() as soon as you're done with it, so another call can start reusing it, if necessary. In any case, such texture shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    Arguments

    • int width - Width of the cubemap texture, in pixels.
    • int height - Height of the cubemap texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name - Name to be used for this temporary cubemap texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary cubemap texture.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type, const char * name, int accessory ) #

    Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, flags, and accessory type. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
    • const char * name - Name to be used for this temporary texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type, const char * name ) #

    Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.
    • const char * name - Name to be used for this temporary texture (optional).

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags, int type ) #

    Allocates a temporary render texture from the previous frame with the specified width, height, depth, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • int type - Texture type (2D, 3D, Cube, etc.): one of the Texture::TEXTURE_* values.

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture, const char * name, int accessory ) #

    Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • const Ptr<Texture> & texture - Source texture for which a temporary texture is to be allocated in the pool.
    • const char * name - Name to be used for this temporary texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture, const char * name ) #

    Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • const Ptr<Texture> & texture - Source texture for which a temporary old texture is to be allocated in the pool.
    • const char * name - Name to be used for this temporary texture (optional).

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture ( const Ptr<Material> & mat, int texture_id, const Ptr<Texture> & texture ) #

    Allocates a temporary render texture from the previous frame for the specified source texture (using all its parameters: resolution, flags, etc.). This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • const Ptr<Texture> & texture - Source texture for which a temporary old texture is to be allocated in the pool.

    Return value

    Temporary texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture2D ( const Ptr<Material> & mat, int texture_id, int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 2D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture2DArray ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 2D array texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 2D array texture from the previous frame.

    Ptr<Texture> getTemporaryOldTexture3D ( const Ptr<Material> & mat, int texture_id, int width, int height, int depth, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary 3D texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int depth - Depth of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name - Name to be used for this temporary texture (optional).
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary 3D texture from the previous frame.

    Ptr<Texture> getTemporaryOldTextureCube ( const Ptr<Material> & mat, int texture_id, int width, int height, int format, int flags = -1, const char * name = 0, int accessory = 0 ) #

    Allocates a temporary cubemap texture with the specified width, height, format, and flags. This function can be used when you need a quick render texture to perform some temporary calculations. This texture doesn't require to be released.

    UNIGINE keeps an internal pool of temporary render textures, so a call to this method most often just returns an already created one (if the size and format match). These temporary textures are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render texture for each blit, instead of getting one or two render textures upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary texture obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    It also automatically gives names to resources, which can be used for identification in debug.

    Arguments

    • const Ptr<Material> & mat - Material that will use the texture with the specified ID.
    • int texture_id - Texture ID set by the user, value in the range [0, 255].
    • int width - Width of the texture, in pixels.
    • int height - Height of the texture, in pixels.
    • int format - Texture format: one of the Texture::FORMAT_* values.
    • int flags - Texture flags.
    • const char * name
    • int accessory - Texture render sequence accessory type. One of the TEXTURE_ACCESSORY_* values.

    Return value

    Temporary cubemap texture from the previous frame.

    void releaseTemporaryTexture ( const Ptr<Texture> & texture ) #

    Releases the temporary texture previously obtained via getTemporaryTexture(), getTemporaryTexture2D(), getTemporaryTexture2DArray(), getTemporaryTexture3D(), or getTemporaryTextureCube() method and returns it to the pool.

    Arguments

    • const Ptr<Texture> & texture - Temporary texture or texture array to be returned to the pool.

    Ptr<RenderTarget> getTemporaryRenderTarget ( ) #

    Allocates a temporary render target. This function can be used when you need a quick render target to perform some temporary calculations. Release it using releaseTemporaryRenderTarget() as soon as you're done with it, so another call can start reusing it if necessary. In any case such render target shall be released automatically in the next frame.

    UNIGINE keeps an internal pool of temporary render targets, so a call to this method most often just returns an already created one (if the size and format matches). These temporary render targets are actually destroyed when they aren't used for a couple of frames.

    If you are doing a series of post-processing "blits", it's best for performance to get and release a temporary render targets for each blit, instead of getting one or two render targets upfront and reusing them.

    Notice
    You can't depend on any particular contents of a temporary render target obtained from this function: it might be garbage, or it might be cleared to some color, depending on the platform.

    Return value

    Temporary render target.

    void releaseTemporaryRenderTarget ( const Ptr<RenderTarget> & render_target ) #

    Releases the temporary render target previously obtained via getTemporaryRenderTarget() method and returns it to the pool.

    Arguments

    • const Ptr<RenderTarget> & render_target - Temporary render target to be returned to the pool.

    int compressImage ( CallbackBase1<Ptr<Image>> * on_compressed, Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

    Converts the image to a specified compressed format. The result is to be processed in the callback function specified. If compression by the GPU is not supported, the Image::compress() method will be called instead.

    Arguments

    • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be fired on compressing an image.
    • Ptr<Image> & image - Image to compress.
    • int quality - Compression quality:
      • 0 - fast compression, low compressed image quality.
      • 1 - high compressed image quality, slow compression (by default).
    • int new_image_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
    • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

    Return value

    1 if the image has been compressed successfully; otherwise, 0.

    int compressTexture ( CallbackBase1<Ptr<Image>> * on_compressed, const Ptr<Texture> & texture, Ptr<Image> & destination, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

    Compresses the given texture to the specified format. The result is to be processed in the callback function specified.
    Notice
    Only 2d and 2d array textures can be compressed.

    Arguments

    • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called on compressing the texture where you can get the result.
    • const Ptr<Texture> & texture - Source texture to compress.
    • Ptr<Image> & destination - Image into which the compressed texture will be saved.
    • int quality - Compression quality:
      • 0 - fast compression, low compressed image quality.
      • 1 - high compressed image quality, slow compression (by default).
    • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source image).
    • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

    Return value

    1 if the texture has been compressed successfully; otherwise, 0.

    int asyncCompressTexture ( CallbackBase1<Ptr<Image>> * on_compressed, CallbackBase1<Ptr<Image>> * on_compressed_async, const Ptr<Texture> & texture, int quality = 1, int new_texture_format = -1, int use_mip_maps = -1 ) #

    Performs asynchronous compression of the specified texture and transfers it to CPU side (Image). The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
    Notice
    Only 2d and 2d array textures can be compressed.

    Arguments

    • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • CallbackBase1<Ptr<Image>> * on_compressed_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • const Ptr<Texture> & texture - Source texture to be transferred to an Image (GPU -> CPU).
    • int quality - Compression quality:
      • 0 - fast compression, low compressed image quality.
      • 1 - high compressed image quality, slow compression (by default).
    • int new_texture_format - Compressed texture format: one of the Texture::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source).
    • int use_mip_maps - Flag indicating whether texture mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source has mipmaps.

    Return value

    1 if the source texture has been compressed and transferred to CPU successfully; otherwise, 0.

    int asyncCompressImage ( CallbackBase1<Ptr<Image>> * on_compressed, CallbackBase1<Ptr<Image>> * on_compressed_async, const Ptr<Image> & image, int quality = 1, int new_image_format = -1, int use_mip_maps = -1 ) #

    Performs asynchronous compression of the specified image. The method enables you to specify a callback function in which you can process the obtained result (resulting Image).
    Notice
    Only 2d and 2d array images can be compressed.

    Arguments

    • CallbackBase1<Ptr<Image>> * on_compressed - Callback function to be called in the main thread upon completion of the compress operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • CallbackBase1<Ptr<Image>> * on_compressed_async - Callback function to be called right in the async thread upon completion of the compress operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • const Ptr<Image> & image - Image to be compressed.
    • int quality - Compression quality:
      • 0 - fast compression, low compressed image quality.
      • 1 - high compressed image quality, slow compression (by default).
    • int new_image_format - Compressed image format: one of the Image::FORMAT_* variables. This is an optional argument. If no format is specified, default conversion will be performed (depending on the type of the source).
    • int use_mip_maps - Flag indicating whether mipmaps should be generated for the compressed image: 1 to generate mipmaps, 0 not to generate. This is an optional argument. If no value is specified, mipmaps will be generated only if the source image has the mipmaps.

    Return value

    1 if the source image has been compressed successfully; otherwise, 0.

    void transferTextureToImage ( CallbackBase1<Ptr<Image>> * on_transfered, const Ptr<Texture> & src ) #

    Transfers the specified source texture to an Image (from GPU to CPU side). The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

    Arguments

    • CallbackBase1<Ptr<Image>> * on_transfered - Callback function to be called upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image).
    • const Ptr<Texture> & src - Source texture to be transferred to an Image (GPU -> CPU).

    void asyncTransferTextureToImage ( CallbackBase1<Ptr<Image>> * on_transfered, CallbackBase1<Ptr<Image>> * on_transfered_async, const Ptr<Texture> & src ) #

    Transfers the specified source texture to an Image (from GPU to CPU side) asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result (resulting Image). The result will be obtained later in one of the subsequent frames.
    Source code (C++)
    TexturePtr temporary_texture = Render::getTemporaryTexture2D(window->getClientRenderSize().x, window->getClientRenderSize().y, Texture::FORMAT_RGB8);
    temporary_texture->copy2D();
    
    // transferring texture data to CPU
    Render::asyncTransferTextureToImage(
    	nullptr,
    	MakeCallback([this](ImagePtr image)
    		{
    			// flipping image if necessary
    			if (!Render::isFlipped())
    				image->flipY();
    
    			// saving an image to a file
    			image->save("screenshot.dds");
    
    		}),
    	temporary_texture);

    Arguments

    • CallbackBase1<Ptr<Image>> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • CallbackBase1<Ptr<Image>> * on_transfered_async - Callback function to be called right in the async thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(ImagePtr image). You can pass nullptr if this callback is not needed.
    • const Ptr<Texture> & src - Source texture to be transferred to an Image (GPU -> CPU).

    void asyncTransferStructuredBuffer ( CallbackBase1<void *> * on_transfered, CallbackBase1<void *> * on_transfered_async, const Ptr<StructuredBuffer> & src ) #

    Transfers the data of the specified source structured buffer from GPU to CPU side asynchronously, without CPU-GPU synchronization. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained later in one of the subsequent frames.

    Arguments

    • CallbackBase1<void *> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(void *buffer). You can pass nullptr if this callback is not needed.
    • CallbackBase1<void *> * on_transfered_async - Callback function to be called right in the async upon completion of the transfer operation where you can get the result.The function should have the following signature: void func(void *buffer). You can pass nullptr if this callback is not needed.
    • const Ptr<StructuredBuffer> & src - Source structured buffer to be transferred (GPU -> CPU).

    void transferStructuredBuffer ( CallbackBase1<void *> * on_transfered, const Ptr<StructuredBuffer> & src ) #

    Transfers the data of the specified source structured buffer from GPU to CPU side. The method enables you to specify a callback function in which you can process the obtained result. The result will be obtained at the swap stage of the same frame (calls CPU-GPU synchronization).

    Arguments

    • CallbackBase1<void *> * on_transfered - Callback function to be called in the main thread upon completion of the transfer operation.The function should have the following signature: void func(void *buffer).
    • const Ptr<StructuredBuffer> & src - Source structured buffer to be transferred (GPU -> CPU).

    bool createMipmapsCubeGGXImage ( const Ptr<Image> & image, const Ptr<Texture> & dest, Render::GGX_MIPMAPS_QUALITY quality ) #

    Generates mipmaps for a cubemap image using GGX BRDF microfacet model.

    Arguments

    Return value

    true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

    bool createMipmapsCubeGGXTexture ( const Ptr<Texture> & texture, Render::GGX_MIPMAPS_QUALITY quality, bool realtime = true ) #

    Generates mipmaps for a cubemap texture using GGX BRDF microfacet model.

    Arguments

    Return value

    true if mipmaps for the specified cubemap image were generated successfully; otherwise - false.

    int createShorelineDistanceField ( const Ptr<Texture> & image, const Ptr<Image> & mask, int shoreline_radius, int blur_radius, int downsample_resolution ) #

    Grabs a shoreline distance field texture with the specified parameters.

    Arguments

    • const Ptr<Texture> & image - Texture to grab a shoreline texture to.
    • const Ptr<Image> & mask - An R16 mask texture Image. Each pixel of the mask has the following color value:0 if water level at this point of the grid is above the terrain level; otherwise, 65535.
    • int shoreline_radius - Shoreline radius value within the [4; 128] range. Padding distance (from the shore to the beginning of swash zone).
    • int blur_radius - Blur radius value within the [0; 32] range. Higher values make shoreline smoother.
    • int downsample_resolution - Texture resolution value, can be one of the following: 16, 32, 64, 128, 256, 512, 1024, 2048.

    Return value

    1 if the shoreline distance field texture is grabbed successfully; otherwise, 0.

    int setColorCorrectionLUTImage ( const Ptr<Image> & image ) #

    Sets a new color transformation image (LUT). This function resets a LUT texture name to null if it has been previously set via setColorCorrectionLUTPath().
    Source code (C++)
    ImagePtr lut;
    ImagePtr lut_0;
    ImagePtr lut_1;
    
    if (!lut) {
    	lut = Image::create();
    	lut_0 = Image::create("unigine_project/textures/lookup_first.dds");
    	lut_1 = Image::create("unigine_project/textures/lookup_second.dds");
    }
    
    float k = sin(Game::getTime() * 2.0f) * 0.5f + 0.5f;
    
    lut->copy(lut_0,0);
    lut->blend(lut_1, 0, 0, 0, 0, lut->getWidth(), lut->getHeight(), k);
    
    Render::setColorCorrectionLUTImage(lut);

    Arguments

    • const Ptr<Image> & image - Color transformation image.

    Return value

    1 if the image is set successfully; otherwise, 0.

    int getColorCorrectionLUTImage ( const Ptr<Image> & image ) const#

    Return the current color transformation image (LUT).

    Arguments

    • const Ptr<Image> & image - Image to store the color transformation texture in.

    Return value

    1 if an image is successfully received; otherwise, 0.

    void resetColorCorrectionRamp ( ) #

    Resets the Color Correction ramp to the default value.

    void resetColorCorrectionSaturationRamp ( ) #

    Resets the Saturation Correction ramp to the default value.

    bool loadSettings ( const char * file, bool clear = false ) #

    Loads render settings from a given file.

    Arguments

    • const char * file - Path to an XML file with desired settings.
    • bool clear - Clear flag. Set true to clear settings before loading (new settings shall be applied right after loading them), or false not to clear.

    Return value

    1 if the settings are loaded successfully; otherwise, 0.

    bool loadWorld ( const Ptr<Xml> & xml ) #

    Loads render state from the Xml.

    Arguments

    • const Ptr<Xml> & xml - Xml smart pointer.

    Return value

    true if the state is loaded successfully; otherwise, false.

    void renderComputeMaterial ( Render::PASS pass, const Ptr<Material> & material, int width, int height, int depth = 1 ) #

    Sets up a material and dispatches to compute shader. The material must have a post shader associated with it.

    Arguments

    • Render::PASS pass - Rendering pass number in range [0;NUM_PASSES) (one of the PASS_* variables).
    • const Ptr<Material> & material - Material to be used.
    • int width - Local X work-group size of the compute shader.
    • int height - Local Y work-group size of the compute shader.
    • int depth - Local Z work-group size of the compute shader. The default value is 1.

    void renderTexture2D ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int skip_flags ) #

    Renders the scene into a 2D texture in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int skip_flags - Skip the effects:
      • VIEWPORT_SKIP_SHADOWS
      • VIEWPORT_SKIP_VISUALIZER
      • VIEWPORT_SKIP_SRGB
      • VIEWPORT_SKIP_POSTEFFECTS
      • VIEWPORT_SKIP_VELOCITY
      • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

      0 enables all the effects.

    void renderTexture2D ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int width, int height, int hdr, int skip_flags ) #

    Renders the scene into a 2D texture of the given size in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int width - Width of the projected texture, in units.
    • int height - Height of the projected texture, in units.
    • int hdr - 1 - enable HDR, 0 - disable HDR.
    • int skip_flags - Skip the effects:
      • VIEWPORT_SKIP_SHADOWS
      • VIEWPORT_SKIP_VISUALIZER
      • VIEWPORT_SKIP_SRGB
      • VIEWPORT_SKIP_POSTEFFECTS
      • VIEWPORT_SKIP_VELOCITY
      • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

      0 enables all the effects.

    void renderTextureCube ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int skip_flags ) #

    Renders the scene into a cube map texture in accordance with the specified parameters.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int skip_flags - Skip the effects:
      • VIEWPORT_SKIP_SHADOWS
      • VIEWPORT_SKIP_VISUALIZER
      • VIEWPORT_SKIP_SRGB
      • VIEWPORT_SKIP_POSTEFFECTS
      • VIEWPORT_SKIP_VELOCITY
      • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

      0 enables all the effects.

    void renderTextureCube ( const Ptr<Camera> & camera, const Ptr<Texture> & texture, int size, int hdr, int skip_flags, bool local_space = 0 ) #

    Renders the scene into a cube map in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int size - Texture dimensions (cube map edge size).
    • int hdr - 1 - enable HDR; 0 - disable HDR.
    • int skip_flags - Skip the effects:
      • VIEWPORT_SKIP_SHADOWS
      • VIEWPORT_SKIP_VISUALIZER
      • VIEWPORT_SKIP_SRGB
      • VIEWPORT_SKIP_POSTEFFECTS
      • VIEWPORT_SKIP_VELOCITY
      • VIEWPORT_SKIP_DYNAMIC_REFLECTIONS

      0 enables all the effects.

    • bool local_space - 1 - local space coordinates; 0 - world space coordinates.

    void renderNodeTexture2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Texture> & texture, int skip_flags, int light_usage, const char * environment_texture_name ) #

    Renders the given node into a 2D texture in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Node> & node - Node to be rendered.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
    • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables.)
    • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

    void renderNodeTexture2D ( const Ptr<Camera> & camera, const Ptr<Node> & node, const Ptr<Texture> & texture, int width, int height, int hdr, int skip_flags, int light_usage, const char * environment_texture_name ) #

    Renders the 2D texture of the given node in accordance with the specified parameters. The viewport position is taken from the camera created via Camera class. The node can be rendered using the specific type of lighting and environment cubemap.

    Arguments

    • const Ptr<Camera> & camera - Camera to be used.
    • const Ptr<Node> & node - Node to be rendered.
    • const Ptr<Texture> & texture - Texture to save the result to.
    • int width - Width of the texture, in units.
    • int height - Height of the texture, in units.
    • int hdr - HDR flag. This parameter determines the format of the 2D texture:
      • 1 - texture format will be set to RGBA16F. It means that the HDR texture buffer will store pixel values outside the [0;1] range (i.e. both negative and positive values).
      • 0 - texture format will be set to RGBA8.
    • int skip_flags - Skip the effects. One of the SKIP_* variables should be specified. 0 enables all the effects.
    • int light_usage - Sets the light sources that will affect the node (one of the USAGE_*_LIGHTING Viewport class variables).
    • const char * environment_texture_name - Path to the environment cubemap to be used. Takes effect if the first (auxiliary light) or second (node light) lighting mode is used (see the light_usage argument above). In case LightWorld is used (zero mode), the environment cubemap used for the current world will be used.

    void renderScreenMaterial ( const char * material_name ) #

    Renders a screen-space material with the given name.
    Source code (C++)
    RenderTargetPtr render_target;
    //...
    render_target->enable();
    Render::renderScreenMaterial("new_material_post");
    render_target->disable();
    render_target->unbindColorTextures();

    Arguments

    • const char * material_name - Material name.

    void renderScreenMaterial ( const char * material_name, const Ptr<Texture> & color_texture ) #

    Renders a screen-space material with the specified name and the color texture.
    Source code (C++)
    RenderTargetPtr render_target;
    TexturePtr texture;
    TexturePtr texture_2;
    //...
    render_target->bindColorTexture(0, texture);
    render_target->enable();
    Render::renderScreenMaterial("new_material_post", texture_2);
    render_target->disable();
    render_target->unbindColorTextures();

    Arguments

    • const char * material_name - Material name.
    • const Ptr<Texture> & color_texture - Color texture smart pointer.

    void renderScreenMaterial ( const char * material_name, const char * texture_name, const Ptr<Texture> & texture ) #

    Renders a screen-space material with the given texture. For example:
    Source code (C++)
    RenderTargetPtr render_target;
    TexturePtr texture;
    TexturePtr texture_2;
    //...
    render_target->bindColorTexture(0, texture);
    render_target->enable();
    MaterialPtr material = Materials::findMaterial("new_material_post");
    Render::renderScreenMaterial(material, "color", texture_2);
    render_target->disable();
    render_target->unbindColorTextures();

    Arguments

    • const char * material_name - Material smart pointer.
    • const char * texture_name - Material texture name.
    • const Ptr<Texture> & texture - Texture smart pointer.

    void renderTAA ( const Ptr<Texture> & color_texture, const Ptr<Texture> & color_old_texture ) #

    Renders the TAA filter.
    Source code (C++)
    RenderTargetPtr render_target;
    TexturePtr buffer;
    TexturePtr buffer_old;
    TexturePtr buffer_taa;
    //...
    render_target->bindColorTexture(0, buffer_taa);
    render_target->enable();
    Render::renderTAA(buffer, buffer_old);
    render_target->disable();
    render_target->unbindColorTextures();

    Arguments

    • const Ptr<Texture> & color_texture - Color texture smart pointer.
    • const Ptr<Texture> & color_old_texture - Old color texture smart pointer.

    bool saveSettings ( const char * file ) const#

    Saves the current renderer settings to a given file.

    Arguments

    • const char * file - Path to a target file.

    Return value

    true if the settings are saved successfully; otherwise, false.

    bool saveState ( const Ptr<Stream> & stream ) const#

    Saves a render state into the stream.

    Saving into the stream requires creating a blob to save into. To restore the saved state the restoreState() method is used:

    Source code (C++)
    // set state
    Render::setCloudsInterleavedRendering(0); // interleave = 0
    	
    // save state
    BlobPtr blob_state = Blob::create();
    Render::saveState(blob_state);
    	
    // change state
    Render::setCloudsInterleavedRendering(2); // now interleave = 2
    	
    // restore state
    blob_state->seekSet(0);			// returning the carriage to the start of the blob
    Render::restoreState(blob_state); // restore interleave = 0

    Arguments

    • const Ptr<Stream> & stream - Stream to save a state into.

    Return value

    true if the state is saved successfully; otherwise, false.

    bool restoreState ( const Ptr<Stream> & stream ) #

    Restores a render state from the stream.

    Restoring from the stream requires creating a blob to save into and saving the state using the saveState() method:

    Source code (C++)
    // set state
    Render::setCloudsInterleavedRendering(0); // interleave = 0
    	
    // save state
    BlobPtr blob_state = Blob::create();
    Render::saveState(blob_state);
    	
    // change state
    Render::setCloudsInterleavedRendering(2); // now interleave = 2
    	
    // restore state
    blob_state->seekSet(0);			// returning the carriage to the start of the blob
    Render::restoreState(blob_state); // restore interleave = 0

    Arguments

    • const Ptr<Stream> & stream - Stream to restore a state from.

    Return value

    true if the state is restored successfully; otherwise, false.

    bool saveWorld ( const Ptr<Xml> & xml ) const#

    Saves the render state into the given Xml node.

    Arguments

    • const Ptr<Xml> & xml - Xml node.

    Return value

    true if the state is saved successfully; otherwise, false.

    Ptr<RenderEnvironmentPreset> getEnvironmentPreset ( int num ) #

    Returns the environment preset of the given number.
    Source code (C++)
    // get the second environment preset
    RenderEnvironmentPresetPtr preset = Render::getEnvironmentPreset(1);
    // print the sky intensity of the obtained preset
    Log::message("%f\n", preset->getSkyIntensity());

    Arguments

    • int num - The number of the environment preset. The value is clamped to the [0;2] range.

    Return value

    Environment preset.

    const char * getCloudsQualityPresetName ( int num ) #

    Returns the Clouds Quality preset name by given index.

    Arguments

    • int num - Clouds Quality preset index.

    Return value

    Clouds Quality preset name.

    const char * getAAPresetName ( int num ) #

    Returns the AA (Anti-Aliasing) preset name by given index.

    Arguments

    • int num - AA preset index.

    Return value

    AA preset name.

    const char * getTAAPresetName ( int num ) #

    Returns the TAA (Temporal Anti-Aliasing) preset name by given index.

    Arguments

    • int num - TAA preset index.

    Return value

    TAA preset name.

    const char * getDenoisePresetName ( int num ) #

    Returns the denoiser preset name by given index.

    Arguments

    • int num - Denoiser preset index.

    Return value

    Denoiser preset name.

    const char * getSSRTGIPresetName ( int num ) #

    Returns the SSRTGI (Screen-Space Ray-Traced Global Illumination) preset name by given index.

    Arguments

    • int num - SSRTGI preset index.

    Return value

    SSRTGI preset name.

    const char * getSSRPresetName ( int num ) #

    Returns the SSR preset name by given index.

    Arguments

    • int num - SSR preset index.

    Return value

    SSR preset name.

    const char * getSSSSSPresetName ( int num ) #

    Returns the SSSSS preset name by given index.

    Arguments

    • int num - SSSSS preset index.

    Return value

    SSSSS preset name.

    const char * getMotionBlurPresetName ( int num ) #

    Returns the Motion Blur preset name by given index.

    Arguments

    • int num

    Return value

    Motion Blur preset name.

    const char * getDOFPresetName ( int num ) #

    Returns the DOF preset name by given index.

    Arguments

    • int num

    Return value

    DOF preset name.

    const char * getLandscapeTerrainGeometryPresetName ( int num ) #

    Returns the Landscape Terrain Geometry preset name by given index.

    Arguments

    • int num - Landscape Terrain Geometry preset index.

    Return value

    Landscape Terrain Geometry preset name.

    const char * getLandscapeTerrainStreamingPresetName ( int num ) #

    Returns the Landscape Terrain Streaming preset name by given index.

    Arguments

    • int num - Landscape Terrain Streaming preset index.

    Return value

    Landscape Terrain Streaming preset name.

    const char * getWaterGeometryPresetName ( int num ) const#

    Returns the Global Water Geometry preset name by given index.

    Arguments

    • int num - Global Water Geometry preset index.

    Return value

    Global Water Geometry preset name.

    bool isViewportModeStereo ( Render::VIEWPORT_MODE mode ) #

    Returns a value indicating if the specified mode is one of the stereo rendering modes.

    Arguments

    Return value

    true if the specified mode is one of the stereo rendering modes; otherwise false.

    bool isViewportModePanorama ( Render::VIEWPORT_MODE mode ) #

    Returns a value indicating if the specified mode is one of the panorama rendering modes.

    Arguments

    Return value

    true if the specified mode is one of the panorama rendering modes; otherwise false.

    void clearDebugMaterials ( ) #

    Clears all global debug materials.

    void setDebugMaterial ( int num, const Ptr<Material> & material ) #

    Replaces the debug material with the specified number with the new debug material specified. The number of material determines the order in which the expressions assigned to it are executed.

    Arguments

    Ptr<Material> getDebugMaterial ( int num ) const#

    Returns a debug material applied globally by its number.

    Arguments

    Return value

    Debug material applied globally with the specified number.

    void insertDebugMaterial ( int num, const Ptr<Material> & material ) #

    Inserts a new global debug material to the list of globally applied debug materials.

    Arguments

    • int num - Position at which a new debug material is to be inserted.
    • const Ptr<Material> & material - Debug material to be inserted into the list of globally applied debug materials.

    int findDebugMaterial ( const Ptr<Material> & material ) const#

    Returns the number of the specified debug material applied globally. This number determines the order in which the assigned expressions are executed.

    Arguments

    • const Ptr<Material> & material - Debug material for which a number is to be found.

    Return value

    Debug material number in the range from 0 to the total number of debug materials, or -1 if the specified material was not found.

    void addDebugMaterial ( const Ptr<Material> & material ) #

    Adds a new global debug material.

    Arguments

    • const Ptr<Material> & material - Debug material to be applied globally.

    void removeDebugMaterial ( int num ) #

    Removes the global debug material with the specified number.

    Arguments

    void swapDebugMaterials ( int num_0, int num_1 ) #

    Swaps two debug materials with specified numbers. The number of material determines the order in which the expressions assigned to it are executed.

    Arguments

    void setDebugMaterialEnabled ( int num, bool enabled ) #

    Enables or disables the debug material with the specified number. When a material is disabled (inactive), the scripts attached to it are not executed.

    Arguments

    • int num - Debug material number in the range from 0 to the total number of debug materials.
    • bool enabled - 1 to enable the debug material with the specified number, 0 to disable it.

    bool getDebugMaterialEnabled ( int num ) const#

    Returns a value indicating if the debug material with the specified number is enabled (active). When a material is disabled (inactive), the scripts attached to it are not executed.

    Arguments

    Return value

    1 if the debug material with the specified number is enabled; otherwise, 0.

    Ptr<Texture> getCacheTexture ( const UGUID& guid ) #

    Arguments

    • const UGUID& guid

    void * getD3D11Factory ( ) const#

    Returns the pointer to the D3D11Factory.

    Return value

    D3D11 Factory pointer.

    void * getD3D11Device ( ) const#

    Returns the D3D11 device associated with D3D11 renderer.

    Return value

    D3D11 device associated with given renderer.

    void * getD3D11Context ( ) const#

    Returns a pointer to the existing ID3D11DeviceContext interface.

    Return value

    ID3D11Device interface pointer.

    void * getGLContext ( ) const#

    Returns the pointer to the OpenGL context.

    Return value

    OpenGL context pointer.

    void reloadCacheTexture ( const UGUID & guid ) #

    Arguments

    void reloadResource ( const char * path ) #

    Arguments

    • const char * path

    void reloadResource ( const Vector<String> & pathes ) #

    Arguments

    Last update: 29.11.2023
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