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cturtle/render

include "cturtle/render";

Types​

RenderMaterialPropertyInfo​

Native struct

FieldTypeWritableDescription
validboolno
textureboolno
requiredboolno
databoolno
runtimeboolno
hasRangeboolno
slotintno
typeintno
editorintno
namestringno
labelstringno
defaultValuestringno
minimumfloatno
maximumfloatno
stepfloatno

close infallible​

infallible fn close()

RenderImageInfo​

Native struct

FieldTypeWritableDescription
validboolno
widthintno
heightintno

close infallible​

infallible fn close()

RenderSpriteDesc​

Object

FieldTypeWritableDescription
positionVec3yes
sizeVec2yes
pivotVec2yes
rotationfloatyes
rotationOffsetfloatyes
imagestringyes
animationstringyes
animationSpeedfloatyes
frameXintyes
frameYintyes
frameWidthintyes
frameHeightintyes
framesPerRowintyes
invisibleboolyes
flipXboolyes
flipYboolyes

RenderSpriteEffectDesc​

Object

FieldTypeWritableDescription
positionVec3yes
sizeVec2yes
rotationfloatyes
rfloatyes
gfloatyes
bfloatyes
afloatyes
agefloatyes
kindfloatyes

RenderLightingScope​

Object

FieldTypeWritableDescription
idintyes

RenderMaterial​

Object

FieldTypeWritableDescription
kindintyes
systemintyes
idintyes
registryintyes

RenderVertexAttribute​

Object

FieldTypeWritableDescription
namestringyes
locationintyes
typeintyes
offsetintyes

RenderVertexLayout​

Object

FieldTypeWritableDescription
strideintyes
attributesarray<RenderVertexAttribute>yes

RenderUniformAttribute​

Object

FieldTypeWritableDescription
namestringyes
typeintyes
offsetintyes

RenderMaterialTexture​

Object

FieldTypeWritableDescription
namestringyes
slotintyes
requiredboolyes
databoolyes
runtimeboolyes

RenderMaterialHint​

Object

FieldTypeWritableDescription
namestringyes
labelstringyes
editorintyes
hasRangeboolyes
minimumfloatyes
maximumfloatyes
stepfloatyes

RenderMeshSystemDesc​

Object

FieldTypeWritableDescription
namestringyes
shaderstringyes
verticesRenderVertexLayoutyes
instancesRenderVertexLayoutyes
uniformSizeintyes
uniformsarray<RenderUniformAttribute>yes
defaultsarray<byte>yes
texturesarray<RenderMaterialTexture>yes
hintsarray<RenderMaterialHint>yes
cullintyes
windingintyes
depthCompareintyes
samplerSlotintyes
transparentboolyes
alphaToCoverageboolyes
lightingboolyes
maxInstancesintyes

RenderPassUniform​

Object

FieldTypeWritableDescription
namestringyes
sourceintyes

RenderPassImage​

Object

FieldTypeWritableDescription
namestringyes
materialInputstringyes
sourceintyes

RenderPassSampler​

Object

FieldTypeWritableDescription
namestringyes
materialInputstringyes
sourceintyes
settingsRenderSampleryes

RenderMeshPassDesc​

Object

FieldTypeWritableDescription
namestringyes
shaderstringyes
uniformsarray<RenderPassUniform>yes
imagesarray<RenderPassImage>yes
samplersarray<RenderPassSampler>yes
blendsarray<int>yes
colorMasksarray<int>yes
depthCompareintyes
depthWriteboolyes
alphaToCoverageboolyes

RenderSampler​

Object

FieldTypeWritableDescription
minFilterintyes
magFilterintyes
mipFilterintyes
wrapUintyes
wrapVintyes
anisotropyintyes

RenderMeshSubmission​

Object

FieldTypeWritableDescription
systemintyes
meshintyes
materialintyes
instancesintyes
firstintyes
countintyes
modelarray<float>yes
castShadowsboolyes
receiveShadowsboolyes
bonesarray<float>yes
boundsarray<float>yes

RenderMeshEntityDesc​

Object

FieldTypeWritableDescription
systemintyes
meshintyes
materialintyes
positionVec3yes
rotationVec3yes
scaleVec3yes

RenderSpriteFrame​

Object

FieldTypeWritableDescription
imageintyes
valuesarray<float>yes

width infallible​

infallible fn width() -> float

height infallible​

infallible fn height() -> float

u0 infallible​

infallible fn u0() -> float

v0 infallible​

infallible fn v0() -> float

u1 infallible​

infallible fn u1() -> float

v1 infallible​

infallible fn v1() -> float

RenderPassDraw​

Object

FieldTypeWritableDescription
systemintyes
meshintyes
materialintyes
variantstringyes
uniformNamesarray<string>yes
uniformsarray<array<float>>yes
imageNamesarray<string>yes
imagesarray<int>yes

RenderViewport​

Object

FieldTypeWritableDescription
idintyes
imageKeystringyes

Vec3​

Object

FieldTypeWritableDescription
xfloatyes
yfloatyes
zfloatyes

RenderSpriteUpdateBatch​

Object

FieldTypeWritableDescription
spritesarray<Entity>yes
valuesarray<float>yes

RenderViewportBatch​

Object

FieldTypeWritableDescription
viewportRenderViewportyes
meshesarray<int>yes
systemsarray<int>yes
materialsarray<int>yes
transformsarray<float>yes

MeshVertex2​

Object

FieldTypeWritableDescription
xfloatyes
yfloatyes
zfloatyes
ufloatyes
vfloatyes
rfloatyes
gfloatyes
bfloatyes
afloatyes

MeshVertex3​

Object

FieldTypeWritableDescription
xfloatyes
yfloatyes
zfloatyes
nxfloatyes
nyfloatyes
nzfloatyes
ufloatyes
vfloatyes

RenderLight​

Object

FieldTypeWritableDescription
idintyes

RenderLightDesc​

Object

FieldTypeWritableDescription
kindintyes
positionVec3yes
directionVec3yes
colorVec3yes
intensityfloatyes
rangefloatyes
innerAnglefloatyes
outerAnglefloatyes
enabledboolyes
shadowsboolyes
sourceRadiusfloatyes
depthBiasfloatyes
normalBiasfloatyes
resolutionintyes
priorityintyes

RenderShadowConfig​

Object

FieldTypeWritableDescription
enabledboolyes
atlasSizeintyes
directionalResolutionintyes
localResolutionintyes
distancefloatyes
qualityintyes
maxResidentLightsintyes
refreshViewsintyes
unlimitedboolyes
debugViewintyes
atlasHeightintyes

RenderShadowStats​

Object

FieldTypeWritableDescription
validboolyes
gpuFrameintyes
preparationFrameintyes
viewportWidthintyes
viewportHeightintyes
lightsintyes
residentLightsintyes
deferredLightsintyes
refreshedViewsintyes
cachedViewsintyes
shadowDrawsintyes
atlasSizeintyes
tileReferencesintyes
atlasBytesfloatyes
atlasOccupancyfloatyes
prepareCpuMsfloatyes
shadowCpuMsfloatyes
shadowGpuMsfloatyes
failedboolyes
atlasHeightintyes
tableImageAllocationsintyes

RenderLightInfo​

Object

FieldTypeWritableDescription
validboolyes
lightRenderLightyes
namestringyes
descriptionRenderLightDescyes

RenderLightingSettings​

Object

FieldTypeWritableDescription
validboolyes
enabledboolyes
ambientVec3yes
shadowsRenderShadowConfigyes
isolatedLightRenderLightyes

RenderShadowMapInfo​

Object

FieldTypeWritableDescription
xintyes
yintyes
resolutionintyes
allocatedboolyes
validboolyes
refreshedboolyes

RenderShadowLightInfo​

Object

FieldTypeWritableDescription
validboolyes
statusintyes
frameintyes
mapsarray<RenderShadowMapInfo>yes

Functions​

renderMaterialKind infallible​

infallible fn renderMaterialKind(string system) -> int

renderImageInfo infallible​

infallible fn renderImageInfo(int handle) -> RenderImageInfo

renderMaterialTextureCount infallible​

infallible fn renderMaterialTextureCount(string system) -> int

renderMaterialParameterCount infallible​

infallible fn renderMaterialParameterCount(string system) -> int

renderMaterialPropertyInfo infallible​

infallible fn renderMaterialPropertyInfo(
string system,
bool texture,
int index) -> RenderMaterialPropertyInfo

renderShadowError infallible​

infallible fn renderShadowError() -> string

renderCameraShadowError infallible​

infallible fn renderCameraShadowError(int handle) -> string

renderSceneLightingParse infallible​

infallible fn renderSceneLightingParse(string name) -> string

renderMaterialCanCastShadows infallible​

infallible fn renderMaterialCanCastShadows(string system) -> bool

renderSpriteArchetype​

tree renderSpriteArchetype(
string name,
RenderMaterial material,
array<Component> extras) -> WorldArchetype

renderSpriteEffectArchetype​

tree renderSpriteEffectArchetype(
string name,
RenderMaterial material,
array<Component> extras) -> WorldArchetype

renderSpriteEffectSpawn​

tree renderSpriteEffectSpawn(
WorldArchetype archetype,
RenderMaterial material,
RenderSpriteEffectDesc effect) -> Entity

renderSpriteSpawn​

tree renderSpriteSpawn(
WorldArchetype archetype,
RenderMaterial material,
RenderSpriteDesc d) -> Entity

renderLightAttachEntity​

tree renderLightAttachEntity(
Entity parent,
RenderLightDesc d,
Vec3 offset) -> Entity

renderLightEntitySetEnabled​

tree renderLightEntitySetEnabled(Entity entity, bool enabled) -> bool

renderLightEntityGet infallible​

infallible fn renderLightEntityGet(Entity entity) -> RenderLight

renderViewportQueueVisible​

fn renderViewportQueueVisible(RenderViewport viewport, bool visible) -> bool

renderViewportCamera​

tree renderViewportCamera(RenderViewport viewport) -> int

renderViewportLightingScope​

tree renderViewportLightingScope(RenderViewport viewport) -> RenderLightingScope

renderLightingScopeDestroy​

tree renderLightingScopeDestroy(RenderLightingScope scope) -> bool

renderLightingScopeCreateLight infallible​

infallible fn renderLightingScopeCreateLight(
RenderLightingScope scope,
RenderLightDesc desc) -> RenderLight

renderLightingScopeUpdateLight infallible​

infallible fn renderLightingScopeUpdateLight(
RenderLightingScope scope,
RenderLight light,
RenderLightDesc desc,
string name) -> bool

renderLightingScopeDestroyLight infallible​

infallible fn renderLightingScopeDestroyLight(
RenderLightingScope scope,
RenderLight light) -> bool

renderLightingScopeLight infallible​

infallible fn renderLightingScopeLight(
RenderLightingScope scope,
RenderLight light) -> RenderLightInfo

renderLightingScopeLights​

fn renderLightingScopeLights(RenderLightingScope scope) -> array<RenderLight>

renderLightingScopeSettings infallible​

infallible fn renderLightingScopeSettings(
RenderLightingScope scope) -> RenderLightingSettings

renderLightingScopeSetSettings infallible​

infallible fn renderLightingScopeSetSettings(
RenderLightingScope scope,
RenderLightingSettings settings) -> bool

renderMeshShaderFile​

tree renderMeshShaderFile(string name, string path, string program) -> int

renderMeshShaderDestroy​

tree renderMeshShaderDestroy(int shader) -> bool

renderMeshSystemCreate​

tree renderMeshSystemCreate(RenderMeshSystemDesc desc) -> int

renderMeshSystemDestroy​

tree renderMeshSystemDestroy(int system) -> bool

renderMeshPassAdd​

tree renderMeshPassAdd(int system, RenderMeshPassDesc desc) -> bool

renderMeshScenePass​

tree renderMeshScenePass(int system, string name) -> bool

renderMeshCreateLayout​

tree renderMeshCreateLayout(
RenderVertexLayout layout,
int vertices,
int indices) -> int

renderMeshUploadBytes​

tree renderMeshUploadBytes(
int mesh,
array<byte> vertices,
array<int> indices) -> bool

renderMeshInstancesCreate​

tree renderMeshInstancesCreate(int stride, int capacity) -> int

renderMeshInstancesUpdate​

tree renderMeshInstancesUpdate(int mesh, array<byte> data, int count) -> bool

renderMeshMaterialSampler​

tree renderMeshMaterialSampler(
RenderMaterial material,
string input,
int image,
RenderSampler sampler) -> bool

renderMeshSubmit infallible​

infallible fn renderMeshSubmit(RenderMeshSubmission draw) -> bool

renderMeshRetainedEntity​

tree renderMeshRetainedEntity(RenderMeshEntityDesc desc) -> Entity

renderMeshStreamedEntity​

tree renderMeshStreamedEntity(
RenderMeshEntityDesc desc,
int instances,
int first,
int count) -> Entity

renderMeshExplicitEntity​

tree renderMeshExplicitEntity(RenderMeshEntityDesc desc) -> Entity

renderMeshStreamedUpdate​

tree renderMeshStreamedUpdate(
Entity entity,
int instances,
int first,
int count) -> bool

renderVertexLayout​

fn renderVertexLayout(int stride) -> RenderVertexLayout

renderMeshSystemDesc​

fn renderMeshSystemDesc(
string name,
string shader,
RenderVertexLayout vertices) -> RenderMeshSystemDesc

renderMeshPassDesc​

fn renderMeshPassDesc(string name, string shader) -> RenderMeshPassDesc

renderMeshEntityDesc​

fn renderMeshEntityDesc(int system, int mesh, int material) -> RenderMeshEntityDesc

renderMeshSubmission​

fn renderMeshSubmission(int system, int mesh, int material) -> RenderMeshSubmission

renderUniformExplicit infallible​

infallible fn renderUniformExplicit() -> int

renderUniformMaterial infallible​

infallible fn renderUniformMaterial() -> int

renderUniformView infallible​

infallible fn renderUniformView() -> int

renderUniformLighting infallible​

infallible fn renderUniformLighting() -> int

renderUniformSkinning infallible​

infallible fn renderUniformSkinning() -> int

renderUniformMatrices infallible​

infallible fn renderUniformMatrices() -> int

renderImageMaterial infallible​

infallible fn renderImageMaterial() -> int

renderImageShadowAtlas infallible​

infallible fn renderImageShadowAtlas() -> int

renderImageLightRecords infallible​

infallible fn renderImageLightRecords() -> int

renderImageShadowViews infallible​

infallible fn renderImageShadowViews() -> int

renderImageLightTiles infallible​

infallible fn renderImageLightTiles() -> int

renderSamplerConfig infallible​

infallible fn renderSamplerConfig() -> int

renderSamplerLighting infallible​

infallible fn renderSamplerLighting() -> int

renderSamplerMaterial infallible​

infallible fn renderSamplerMaterial() -> int

renderTargetCreate​

tree renderTargetCreate(int width, int height) -> int

renderTargetDestroy​

tree renderTargetDestroy(int target) -> bool

renderUiSurfaceImage​

tree renderUiSurfaceImage(int surface) -> int

renderSpriteFrame infallible​

infallible fn renderSpriteFrame() -> RenderSpriteFrame

renderSpriteFrameRead​

tree renderSpriteFrameRead(Entity entity, RenderSpriteFrame frame) -> bool

renderMeshUploadFloats​

tree renderMeshUploadFloats(
int mesh,
array<float> vertices,
array<int> indices) -> bool

renderMeshDrawPass​

tree renderMeshDrawPass(int target, RenderPassDraw draw) -> bool

renderSpriteUpdateBatch infallible​

infallible fn renderSpriteUpdateBatch() -> RenderSpriteUpdateBatch

renderSpriteUpdateBatchAdd​

fn renderSpriteUpdateBatchAdd(
RenderSpriteUpdateBatch batch,
Entity sprite,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a)

renderSpriteUpdateBatchSubmit​

tree renderSpriteUpdateBatchSubmit(RenderSpriteUpdateBatch batch) -> bool

renderViewportBatchAdd​

fn renderViewportBatchAdd(
RenderViewportBatch batch,
int mesh,
RenderMaterial material,
Vec3 p,
Vec3 r,
Vec3 s) -> int

renderViewportBatchSubmit​

tree renderViewportBatchSubmit(RenderViewportBatch batch) -> bool

renderViewportBatch infallible​

infallible fn renderViewportBatch(RenderViewport viewport) -> RenderViewportBatch

vec3 infallible​

infallible fn vec3(float x, float y, float z) -> Vec3

renderImageGet​

tree renderImageGet(string name) -> int

renderImageLoad​

tree renderImageLoad(string path, bool srgb) -> int

renderImageCreate​

tree renderImageCreate(int width, int height, array<int> rgba) -> int

renderDataImageCreate​

tree renderDataImageCreate(int width, int height, array<int> rgba) -> int

renderColorImageCreate​

tree renderColorImageCreate(bool data, float r, float g, float b, float a) -> int

renderImageQueueUpdate​

fn renderImageQueueUpdate(int image, array<int> rgba) -> bool

renderImageDestroy​

tree renderImageDestroy(int image) -> bool

renderUiImageSourceQueueSet​

fn renderUiImageSourceQueueSet(string key, int image) -> bool

renderMaterialGet​

tree renderMaterialGet(string name) -> RenderMaterial

renderMaterialCreate​

tree renderMaterialCreate(
int kind,
string system,
string name,
int image,
string shader) -> RenderMaterial

renderPreviewPaletteCreate​

tree renderPreviewPaletteCreate(
array<int> colors,
array<int> shadows,
string prefix,
array<int> images,
array<RenderMaterial> materials)

renderCutoutPreviewCreate​

tree renderCutoutPreviewCreate(
string path,
bool srgb,
string name,
int neutralNormal,
array<int> images) -> RenderMaterial

renderMaterialQueueSetImage​

fn renderMaterialQueueSetImage(RenderMaterial material, int image) -> bool

renderMaterialQueueSetNamedImage​

fn renderMaterialQueueSetNamedImage(
RenderMaterial material,
string input,
int image) -> bool

renderMaterialInputIsData infallible​

infallible fn renderMaterialInputIsData(string system, string input) -> bool

renderMaterialParameterType infallible​

infallible fn renderMaterialParameterType(string system, string parameter) -> int

renderMaterialParameterEditor infallible​

infallible fn renderMaterialParameterEditor(string system, string parameter) -> int

renderMaterialParameterRange infallible​

infallible fn renderMaterialParameterRange(
string system,
string parameter) -> array<float>

renderMaterialQueueSetImageSlot​

fn renderMaterialQueueSetImageSlot(
RenderMaterial material,
int slot,
int image) -> bool

renderMaterialQueueSetFloat​

fn renderMaterialQueueSetFloat(
RenderMaterial material,
string parameter,
float value) -> bool

renderMaterialQueueSetVec2​

fn renderMaterialQueueSetVec2(
RenderMaterial material,
string parameter,
float x,
float y) -> bool

renderMaterialQueueSetVec3​

fn renderMaterialQueueSetVec3(
RenderMaterial material,
string parameter,
float x,
float y,
float z) -> bool

renderMaterialQueueSetVec4​

fn renderMaterialQueueSetVec4(
RenderMaterial material,
string parameter,
float x,
float y,
float z,
float w) -> bool

renderMaterialQueueSetInt​

fn renderMaterialQueueSetInt(
RenderMaterial material,
string parameter,
int value) -> bool

renderMaterialQueueSetMat4​

fn renderMaterialQueueSetMat4(
RenderMaterial material,
string parameter,
array<float> values) -> bool

renderMaterialDestroy​

tree renderMaterialDestroy(RenderMaterial material) -> bool

renderMaterialPreviewMesh​

tree renderMaterialPreviewMesh(string system) -> int

renderMaterialPreviewRadius infallible​

infallible fn renderMaterialPreviewRadius(string system) -> float

renderSpriteCreate​

tree renderSpriteCreate(
RenderMaterial material,
Vec2 position,
float z,
Vec2 size) -> Entity

renderSpriteQueueUpdate​

fn renderSpriteQueueUpdate(
Entity sprite,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a) -> bool

renderSpriteSetMaterial​

tree renderSpriteSetMaterial(Entity sprite, RenderMaterial material) -> Entity

renderSpriteEffectCreate​

tree renderSpriteEffectCreate(
RenderMaterial material,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a,
float age,
float kind) -> Entity

renderSpriteEffectQueueUpdate​

fn renderSpriteEffectQueueUpdate(
Entity effect,
Vec2 position,
float z,
Vec2 size,
float rotation,
float r,
float g,
float b,
float a,
float age,
float kind) -> bool

renderSpriteDestroy​

tree renderSpriteDestroy(Entity sprite) -> bool

renderMesh2Create​

tree renderMesh2Create(int maxVertices, int maxIndices) -> int

renderMesh3Create​

tree renderMesh3Create(int maxVertices, int maxIndices) -> int

renderMesh2Upload​

tree renderMesh2Upload(
int mesh,
array<MeshVertex2> vertices,
array<int> indices) -> bool

renderMesh2UploadPacked​

tree renderMesh2UploadPacked(
int mesh,
array<float> vertices,
array<int> indices) -> bool

renderMesh3Upload​

tree renderMesh3Upload(
int mesh,
array<MeshVertex3> vertices,
array<int> indices) -> bool

renderMesh2Draw​

tree renderMesh2Draw(
int mesh,
RenderMaterial material,
Vec2 position,
float z) -> bool

renderMesh2DrawAt​

tree renderMesh2DrawAt(
int mesh,
RenderMaterial material,
float x,
float y,
float z) -> bool

renderMesh3Draw​

tree renderMesh3Draw(
int mesh,
RenderMaterial material,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> bool

renderMesh3EntityCreate​

tree renderMesh3EntityCreate(
int mesh,
RenderMaterial material,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> Entity

renderMesh3EntityQueueUpdate​

tree renderMesh3EntityQueueUpdate(
Entity entity,
Vec3 position,
Vec3 rotation,
Vec3 scale) -> bool

renderMesh3EntityQueueCameraSpace​

tree renderMesh3EntityQueueCameraSpace(Entity entity, int camera) -> bool

renderMesh3EntityDestroy​

tree renderMesh3EntityDestroy(Entity entity) -> bool

renderMesh2Destroy​

tree renderMesh2Destroy(int mesh) -> bool

renderMeshDestroy​

tree renderMeshDestroy(int mesh) -> bool

renderCameraDefault infallible​

infallible fn renderCameraDefault() -> int

renderCameraPerspectiveCreate​

tree renderCameraPerspectiveCreate(
float fovDegrees,
float nearClip,
float farClip) -> int

renderCameraUpdate​

tree renderCameraUpdate(int camera, Vec3 position, Vec3 target) -> bool

renderCameraUpdateUp​

tree renderCameraUpdateUp(int camera, Vec3 position, Vec3 target, Vec3 up) -> bool

renderCameraUse​

tree renderCameraUse(int camera) -> bool

renderCameraDestroy​

tree renderCameraDestroy(int camera) -> bool

renderViewportCreate​

tree renderViewportCreate(
int width,
int height,
float fovDegrees,
float nearClip,
float farClip) -> RenderViewport

renderPreviewViewportCreate​

tree renderPreviewViewportCreate(
array<int> flags,
array<float> values,
array<int> out) -> bool

renderViewportCreateOrthographic​

tree renderViewportCreateOrthographic(int width, int height) -> RenderViewport

renderViewportQueueResize​

fn renderViewportQueueResize(
RenderViewport viewport,
float width,
float height) -> bool

renderViewportQueueResizeForUi​

fn renderViewportQueueResizeForUi(
RenderViewport viewport,
float width,
float height) -> bool

renderViewportQueueBindUiElement​

fn renderViewportQueueBindUiElement(RenderViewport viewport, int element) -> bool

renderViewportQueueLookAt​

fn renderViewportQueueLookAt(
RenderViewport viewport,
Vec3 position,
Vec3 target) -> bool

renderViewportQueueCamera​

fn renderViewportQueueCamera(
RenderViewport viewport,
Vec3 position,
Vec3 target,
float nearClip,
float farClip,
float verticalSpan,
bool updateClip,
bool updateProjection) -> bool

renderViewportQueueOrthographicProjection​

fn renderViewportQueueOrthographicProjection(
RenderViewport viewport,
float verticalSpan) -> bool

renderViewportQueueClip​

fn renderViewportQueueClip(
RenderViewport viewport,
float nearClip,
float farClip) -> bool

renderViewportQueuePaused​

fn renderViewportQueuePaused(RenderViewport viewport, bool paused) -> bool

renderViewportQueueFrame​

fn renderViewportQueueFrame(RenderViewport viewport) -> bool

renderViewportQueueWorldEnabled​

fn renderViewportQueueWorldEnabled(RenderViewport viewport, bool enabled) -> bool

renderViewportQueueGrid​

fn renderViewportQueueGrid(
RenderViewport viewport,
bool visible,
float spacing) -> bool

renderViewportQueueClearMeshes​

fn renderViewportQueueClearMeshes(RenderViewport viewport) -> bool

renderViewportQueueTranslateMeshes​

fn renderViewportQueueTranslateMeshes(
RenderViewport viewport,
array<int> instances,
Vec3 translation) -> bool

renderViewportQueueUpdateMeshes​

fn renderViewportQueueUpdateMeshes(
RenderViewport viewport,
array<int> instances,
array<Vec3> positions,
array<Vec3> rotations,
array<Vec3> scales) -> bool

renderViewportDestroy​

tree renderViewportDestroy(RenderViewport viewport) -> bool

renderDirectionalLightDesc infallible​

infallible fn renderDirectionalLightDesc() -> RenderLightDesc

renderPointLightDesc infallible​

infallible fn renderPointLightDesc() -> RenderLightDesc

renderSpotLightDesc infallible​

infallible fn renderSpotLightDesc() -> RenderLightDesc

renderShadowConfig infallible​

infallible fn renderShadowConfig() -> RenderShadowConfig

renderLightCreate infallible​

infallible fn renderLightCreate(RenderLightDesc d) -> RenderLight

renderLightUpdate infallible​

infallible fn renderLightUpdate(RenderLight light, RenderLightDesc d) -> bool

renderLightDestroy infallible​

infallible fn renderLightDestroy(RenderLight light) -> bool

renderLightingSetAmbient infallible​

infallible fn renderLightingSetAmbient(Vec3 color) -> bool

renderLightingSetEnabled infallible​

infallible fn renderLightingSetEnabled(bool enabled) -> bool

renderLightingSetShadows infallible​

infallible fn renderLightingSetShadows(RenderShadowConfig d) -> bool

renderShadowStats infallible​

infallible fn renderShadowStats() -> RenderShadowStats

renderMaterialQueueSetShadows​

fn renderMaterialQueueSetShadows(
RenderMaterial material,
bool cast,
bool receive) -> bool

renderLightGet infallible​

infallible fn renderLightGet(RenderLight light) -> RenderLightInfo

renderLightSetName infallible​

infallible fn renderLightSetName(RenderLight light, string name) -> bool

renderLightSetEnabled infallible​

infallible fn renderLightSetEnabled(RenderLight light, bool enabled) -> bool

renderLightSetShadows infallible​

infallible fn renderLightSetShadows(RenderLight light, bool enabled) -> bool

renderLightingIsolate infallible​

infallible fn renderLightingIsolate(RenderLight light) -> bool

renderLightingClearIsolation infallible​

infallible fn renderLightingClearIsolation() -> bool

renderLights​

tree renderLights() -> array<RenderLight>

renderShadowPerformance infallible​

infallible fn renderShadowPerformance() -> RenderShadowConfig

renderShadowBalanced infallible​

infallible fn renderShadowBalanced() -> RenderShadowConfig

renderShadowQuality infallible​

infallible fn renderShadowQuality() -> RenderShadowConfig

renderShadowUltra infallible​

infallible fn renderShadowUltra() -> RenderShadowConfig

renderShadowAtlasBytes infallible​

infallible fn renderShadowAtlasBytes(RenderShadowConfig config) -> int

renderLightingSettings infallible​

infallible fn renderLightingSettings() -> RenderLightingSettings

renderCameraShadowStats infallible​

infallible fn renderCameraShadowStats(int camera) -> RenderShadowStats

renderLightShadowInfo infallible​

infallible fn renderLightShadowInfo(
int camera,
RenderLight light) -> RenderShadowLightInfo