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Renderer

const Renderer: object

Defined in: render/renderer.ts:484

begin(viewProjection, target?, clearFlags?, clearColor?, clearRect?): void

Begins the pass. The clear rides begin as a load-op: clearFlags bit 0 = color, bit 1 = depth; clearColor is the color value; clearRect scopes the clear to a viewport region (omitted = the whole target). No flags = load.

Float32Array

number

number = 0

number

number

number

number

number

number

number

number

void

beginFrame(elapsedSec?): void

number = 0

void

beginScreenOverlay(projection, vpX, vpY, vpW, vpH): void

Float32Array

number

number

number

number

void

captureNextFrame(): void

void

createRenderTarget(width, height, flags?): number

number

number

number = 1

number

end(): void

void

endFrame(): void

Closes the frame — after every camera, after the screen post stack, and after the overlay. See RendererBackend.endFrame.

void

endScreenOverlay(target?): void

number = 0

void

flush(): void

void

getCapturedData(): FrameCaptureData | null

FrameCaptureData | null

getSnapshotImageData(): Promise<ImageData | null>

Resolves with the replay snapshot once its async readback lands (see frameCapture).

Promise<ImageData | null>

getStats(): RenderStats

RenderStats

getTargetDepthTexture(handle): number

number

number

getTargetTexture(handle): number

number

number

hasCapturedData(): boolean

boolean

hasScreenOverlay(): boolean

Whether the core can draw the frame’s screen overlay.

boolean

init(width, height): void

number

number

void

lightStatus(entity): LightStatus | null

What the light cap did to entity last frame, or null before any frame has collected lights.

Read back rather than derived: a reader working out which lights were dropped by taking the tail of a list would be a second cap, agreeing with the frame only until either sorted differently.

number

LightStatus | null

lodInspect(view, entity): LodDecision | null

What

number

number

LodDecision | null

view decided about entity’s LOD last time it drew it, or null when that view has not measured it — off screen, or carrying no LODGroup, which is not the same as measuring it at level 0.

measureBitmapText(fontHandle, text, fontSize, spacing): object

number

string

number

number

object

height: number

width: number

releaseRenderTarget(handle): void

number

void

replayToDrawCall(drawCallIndex): void

number

void

resize(width, height): void

number

number

void

setClearColor(r, g, b, a): void

number

number

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number

void

setCullingMask(mask): void

Sorting layers (bits 0..31) the NEXT collect draws — Camera.cullingMask. Set per camera before submitting it; a layer with no bit (outside 0..31) is drawn by every camera.

number

void

setDepthLayers(mask): void

Layers (bits 0..31) that resolve their contents by the depth buffer instead of paint order — the 2.5D opt-in. Opaque draws (blend mode None) in such a layer write depth and occlude whatever is behind them whatever order they were drawn in; blended ones test without writing and stay back-to-front. A layer that also y-sorts keeps y-sorting (see layerOrderOf).

The live twin of the depthLayers app option, so an editor can apply the project setting to a running view without rebooting the realm.

number

void

setLodPreview(view, entity, level): void

Show level for entity in view instead of the level that view chose; null goes back to choosing.

View state, never component state: a group is authored policy and reads the same everywhere. The choice goes on being made underneath, so leaving a preview obeys the selector again rather than resuming from what was held up.

number

number

number | null

void

setStage(stage): void

RenderStage

void

setTextureParams(textureId, minFilter, magFilter, wrapS, wrapT): void

number

number

number

number

number

void

setViewId(view): void

Names the view the NEXT collect looks from — the camera entity, so a level chosen by how big something looks is remembered per camera. Set per camera before submitting it; 0 is the shared default view.

number

void

setViewport(x, y, w, h): void

number

number

number

number

void

setYSortLayers(mask): void

Layers (bits 0..31) that sort by world Y within the layer — top-down occlusion.

number

void

shadowStatus(entity): ShadowStatus | null

What the shadow atlas gave entity last frame, or null when it asked the atlas for nothing.

number

ShadowStatus | null

submitAll(registry, vpX, vpY, vpW, vpH): void

CppRegistry

number

number

number

number

void

submitScreenOverlay(registry): void

CppRegistry

void

updateTransforms(registry): void

CppRegistry

void