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Renderer.md

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Renderer

System that controls graphical rendering.


EnableStatsOverlay

Enable the stats overlay which can be used for displaying performance information.

Sig: Renderer.EnableStatsOverlay(enable)

  • Arg: boolean enable Enable stats overlay

EnableConsole

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

DirtyAllWidgets

Dirty all widgets. Probably shouldn't be called...

Sig: Renderer.DirtyAllWidgets()


GetFrameNumber

Get the current frame number.

Sig: frameNum = Renderer.GetFrameNumber()

  • Ret: integer frameNum Frame number

GetFrameIndex

Get the frame index. Either 0 or 1.

Sig: index = Renderer.GetFrameIndex()

  • Ret: integer index Frame index

GetScreenIndex

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

GetScreenResolution

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)

GetGlobalUiScale

Get the global UI scale.

Sig: scale = Renderer.GetGlobalUiScale()

  • Ret: number scale Global UI scale

SetGlobalUiScale

Set the global UI scale.

Sig: Renderer.SetGlobalUiScale(scale)

  • Arg: number scale Global UI scale

SetDebugMode

Set the debug mode. Debug mode:

  • 0 = None
  • 1 = Shadow map
  • 2 = Wireframe
  • 3 = Collision

Sig: Renderer.SetDebugMode(mode)

  • Arg: integer mode Debug mode

GetDebugMode

Get the debug mode. Debug mode:

  • 0 = None
  • 1 = Shadow map
  • 2 = Wireframe
  • 3 = Collision

Sig: mode = Renderer.GetDebugMode()

  • Ret: integer mode Debug mode

EnableProxyRendering

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

IsProxyRenderingEnabled

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

SetBoundsDebugMode

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

GetBoundsDebugMode

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

EnableFrustumCulling

Enable/disable frustum culling. This is enabled by default. Disabling this will hurt performance.

Sig: Renderer.EnableFrustumCulling(enable)

  • Arg: boolean enable Enable frustum culling

IsFrustumCullingEnabled

Check if frustum culling is enabled.

Sig: enabled = Renderer.IsFrustumCullingEnabled()

  • Ret: boolean enabled Frustum culling enabled

AddDebugDraw

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.

AddDebugLine

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)

Enable3dRendering

Enable/disable 3D rendering.

Sig: Renderer.Enable3dRendering(enable)

  • Arg: boolean enable Enable 3D rendering

Is3dRenderingEnabled

Check if 3D rendering is enabled.

Sig: enabled = Renderer.Is3dRenderingEnabled()

  • Ret: boolean enabled Is 3D rendering enabled

Enable2dRendering

Enable/disable 2D rendering.

Sig: Renderer.Enable2dRendering(enable)

  • Arg: boolean enable Enable 2D rendering

Is2dRenderingEnabled

Check if 2D rendering is enabled.

Sig: enabled = Renderer.Is2dRenderingEnabled()

  • Ret: boolean enabled Is 2D rendering enabled

IsLightFadeEnabled

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

EnableLightFade

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

SetLightFadeLimit

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

GetLightFadeLimit

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

SetLightFadeSpeed

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

GetLightFadeSpeed

Get the light fade in/out speed when light fade is enabled.

Sig: speed = Renderer.GetLightFadeSpeed()

  • Ret: number speed Fade speed

SetResolutionScale

Set the resolution scale. Only supported on Vulkan platforms.

Sig: Renderer.SetResolutionScale(scale)

  • Arg: number scale Resolution scale (1.0 = 100% resolution)

GetResolutionScale

Get the resolution scale. Resolution scale is only supported on Vulkan platforms.

Sig: scale = Renderer.GetResolutionScale()

  • Ret: number scale Resolution scale