✏️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
FieldRead only
Type: adapter
Rendering adapter.
frame_time
FieldRead only
Type: float
Rendering frame time. An alias to global_vars_t.frame_time.
time
FieldRead only
Type: float
Time, in seconds. An alias to global_vars_t.real_time.
scale
FieldRead only
Type: float
Global DPI scale.
display
FieldRead 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
FieldRead 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
FieldRead 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
FieldRead 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
FieldRead only
Type: layer
The layer you can render on.
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