Draw
Last updated
Last updated
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.
Field
Read only
Type:
Rendering adapter.
Field
Read only
Type: float
Rendering frame time. An alias to .
Field
Read only
Type: float
Field
Read only
Type: float
Global DPI scale.
Field
Read only
Field
Read only
Field
Read only
Field
Read only
Field
Read only
The layer you can render on.
Time, in seconds. An alias to .
Type:
Display area size (viewport dimensions). will return exactly the same values. Overriding any of this vector's values will lead to an undefined behavior.
Type:
A string to 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).
Type:
A string to 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).
Type:
A string to 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).
Type: