✏️Draw
This table describes the rendering system of the software.
All types and enums described in the child sections must be prefixed with draw.
. This is done so specific types are not confused with others, such as the separate color
types present in rendering and the game.
adapter
Field
Read only
Type: adapter
Rendering adapter.
frame_time
Field
Read only
Type: float
Rendering frame time. An alias to global_vars_t.frame_time
.
time
Field
Read only
Type: float
Time, in seconds. An alias to global_vars_t.real_time
.
scale
Field
Read only
Type: float
Global DPI scale.
display
Field
Read only
Type: vec2
Display area size (viewport dimensions). cengine_client:get_screen_size
will return exactly the same values. Overriding any of this vector's values will lead to an undefined behavior.
textures
Field
Read only
Type: accessor<texture>
A string to texture
map of all managed textures. You can query and push textures with custom IDs. When you add a texture to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
fonts
Field
Read only
Type: accessor<font_base>
A string to font_base
map of all managed fonts. You can query and push fonts with custom IDs. When you add a font to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
shaders
Field
Read only
Type: accessor<shader>
A string to shader
map of all managed shader. You can query and push shader with custom IDs. When you add a shader to this map, it will be automatically destroyed and recreated when required (such as when DX11 device gets lost).
surface
Field
Read only
Type: layer
The layer you can render on.
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