System that controls graphical rendering.
Enable the stats overlay which can be used for displaying performance information.
Sig: Renderer.EnableStatsOverlay(enable)
- Arg:
boolean enable
Enable stats overlay
Enable the console. The console will display log messages on screen. It currently doesn't accept any sort of console commands.
Sig: Renderer.EnableConsole(enable)
- Arg:
boolean enable
Enable console
Dirty all widgets. Probably shouldn't be called...
Sig: Renderer.DirtyAllWidgets()
Get the current frame number.
Sig: frameNum = Renderer.GetFrameNumber()
- Ret:
integer frameNum
Frame number
Get the frame index. Either 0 or 1.
Sig: index = Renderer.GetFrameIndex()
- Ret:
integer index
Frame index
Get the screen index that is currently being rendered to. Not sure if this is useful to Lua code.
Sig: index = Renderer.GetScreenIndex()
- Ret:
integer index
Screen index being rendered
Get the screen resolution.
Sig: res = Renderer.GetScreenResolution(index=1)
- Arg:
integer index
Screen index - Ret:
Vector res
Screen resolution (width in x, height in y)
Get the global UI scale.
Sig: scale = Renderer.GetGlobalUiScale()
- Ret:
number scale
Global UI scale
Set the global UI scale.
Sig: Renderer.SetGlobalUiScale(scale)
- Arg:
number scale
Global UI scale
Set the debug mode. Debug mode:
- 0 = None
- 1 = Shadow map
- 2 = Wireframe
- 3 = Collision
Sig: Renderer.SetDebugMode(mode)
- Arg:
integer mode
Debug mode
Get the debug mode. Debug mode:
- 0 = None
- 1 = Shadow map
- 2 = Wireframe
- 3 = Collision
Sig: mode = Renderer.GetDebugMode()
- Ret:
integer mode
Debug mode
Enable proxy rendering. Proxy rendering is used to visualize where non-renderable components are located. For instance, Node3D, PointLight3D, Box3D...
Sig: Renderer.EnableProxyRendering(enable)
- Arg:
boolean enable
Enable proxy rendering
Check if proxy rendering is enabled. Proxy rendering is used to visualize where non-renderable components are located. For instance, Node3D, PointLight3D, Box3D...
Sig: enabled = Renderer.IsProxyRenderingEnabled()
- Ret:
boolean enabled
Is proxy rendering enabled
Enable bounds debug rendering.
Bounds Debug Mode:
- 0 = Off
- 1 = All primitives
- 2 = Selected primitive
Sig: Renderer.SetBoundsDebugMode(mode)
- Arg:
integer mode
Bounds debug mode
Get the bounds debug rendering mode.
Bounds Debug Mode:
- 0 = Off
- 1 = All primitives
- 2 = Selected primitive
Sig: mode = Renderer.GetBoundsDebugMode()
- Ret:
integer mode
Bounds debug mode
Enable/disable frustum culling. This is enabled by default. Disabling this will hurt performance.
Sig: Renderer.EnableFrustumCulling(enable)
- Arg:
boolean enable
Enable frustum culling
Check if frustum culling is enabled.
Sig: enabled = Renderer.IsFrustumCullingEnabled()
- Ret:
boolean enabled
Frustum culling enabled
Add a debug draw.
Sig: Renderer.AddDebugDraw(mesh, pos, rot=Vec(0,0,0), scale=Vec(1,1,1), color=Vec(0.25, 0.25, 1.0, 1.0), life=0, material=nil)
- Arg:
StaticMesh mesh
Mesh to render - Arg:
Vector pos
Position - Arg:
Vector rot
Rotation - Arg:
Vector scale
Scale - Arg:
Vector color
Color (for wireframe rendering) - Arg:
number life
Life of draw (0 = draw for current frame only) - Arg:
Material material
Material to render. Wireframe draw if nil.
Add a debug line.
Sig: Renderer.AddDebugLine(start, end, color, life)
- Arg:
Vector start
Line start position - Arg:
Vector end
Line end position - Arg:
Vector color
Line color - Arg:
number life
Life of draw (0 = draw for current frame only)
Enable/disable 3D rendering.
Sig: Renderer.Enable3dRendering(enable)
- Arg:
boolean enable
Enable 3D rendering
Check if 3D rendering is enabled.
Sig: enabled = Renderer.Is3dRenderingEnabled()
- Ret:
boolean enabled
Is 3D rendering enabled
Enable/disable 2D rendering.
Sig: Renderer.Enable2dRendering(enable)
- Arg:
boolean enable
Enable 2D rendering
Check if 2D rendering is enabled.
Sig: enabled = Renderer.Is2dRenderingEnabled()
- Ret:
boolean enabled
Is 2D rendering enabled
Check if light fade is enabled. Light fading is a way to reduce the number of active lights to improve performance. The lights closest to the camera will be visible.
Sig: enabled = Renderer.IsLightFadeEnabled()
- Ret:
boolean enabled
Is light fade enabled
Set whether light fade is enabled. Light fading is a way to reduce the number of active lights to improve performance. The lights closest to the camera will be visible.
Sig: Renderer.EnableLightFade(enable)
- Arg:
boolean enable
Enable light fade
Set the maximum number of lights that can be rendered when light fade is enabled.
Sig: Renderer.SetLightFadeLimit(limit)
- Arg:
integer limit
Light count limit
Get the maximum number of lights that can be rendered when light fade is enabled.
Sig: limit = Renderer.GetLightFadeLimit()
- Ret:
integer limit
Light count limit
Set the light fade in/out speed when light fade is enabled. Light fade speed of 1 = completely fade out a light from full brightness to nothing in the span of one second.
Sig: Renderer.SetLightFadeSpeed(speed)
- Arg:
number speed
Fade speed
Get the light fade in/out speed when light fade is enabled.
Sig: speed = Renderer.GetLightFadeSpeed()
- Ret:
number speed
Fade speed
Set the resolution scale. Only supported on Vulkan platforms.
Sig: Renderer.SetResolutionScale(scale)
- Arg:
number scale
Resolution scale (1.0 = 100% resolution)
Get the resolution scale. Resolution scale is only supported on Vulkan platforms.
Sig: scale = Renderer.GetResolutionScale()
- Ret:
number scale
Resolution scale