VisualServer Class |
Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.
The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.
The visual server can be used to bypass the scene system entirely.
Resources are created using the *_create functions.
All objects are drawn to a viewport. You can use the Viewport attached to the SceneTree or you can create one yourself with ViewportCreate. When using a custom scenario or canvas, the scenario or canvas needs to be attached to the viewport using ViewportSetScenario(RID, RID) or ViewportAttachCanvas(RID, RID).
In 3D, all visual objects must be associated with a scenario. The scenario is a visual representation of the world. If accessing the visual server from a running game, the scenario can be accessed from the scene tree from any Spatial node with GetWorld. Otherwise, a scenario can be created with ScenarioCreate.
Similarly, in 2D, a canvas is needed to draw all canvas items.
In 3D, all visible objects are comprised of a resource and an instance. A resource can be a mesh, a particle system, a light, or any other 3D object. In order to be visible resources must be attached to an instance using InstanceSetBase(RID, RID). The instance must also be attached to the scenario using InstanceSetScenario(RID, RID) in order to be visible.
In 2D, all visible objects are some form of canvas item. In order to be visible, a canvas item needs to be the child of a canvas attached to a viewport, or it needs to be the child of another canvas item that is eventually attached to the canvas.
Namespace: Godot
public static class VisualServer
The VisualServer type exposes the following members.
Name | Description | |
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RenderLoopEnabled | If false, disables rendering completely, but the engine logic is still being processed. You can call ForceDraw(Boolean, Double) to draw a frame even with rendering disabled. | |
Singleton |
Name | Description | |
---|---|---|
BlackBarsSetImages | Sets images to be rendered in the window margin. | |
BlackBarsSetMargins | Sets margin size, where black bars (or images, if BlackBarsSetImages(RID, RID, RID, RID) was used) are rendered. | |
CameraCreate | Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all camera_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CameraSetCullMask | Sets the cull mask associated with this camera. The cull mask describes which 3D layers are rendered by this camera. Equivalent to CullMask. | |
CameraSetEnvironment | Sets the environment used by this camera. Equivalent to Environment. | |
CameraSetFrustum | Sets camera to use frustum projection. This mode allows adjusting the offset argument to create "tilted frustum" effects. | |
CameraSetOrthogonal | Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are. | |
CameraSetPerspective | Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away. | |
CameraSetTransform | Sets Transform of camera. | |
CameraSetUseVerticalAspect | If true, preserves the horizontal aspect ratio which is equivalent to . If false, preserves the vertical aspect ratio which is equivalent to . | |
CanvasCreate | Creates a canvas and returns the assigned RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CanvasItemAddCircle | Adds a circle command to the CanvasItem's draw commands. | |
CanvasItemAddClipIgnore | If ignore is true, the VisualServer does not perform clipping. | |
CanvasItemAddLine | Adds a line command to the CanvasItem's draw commands. | |
CanvasItemAddMesh | Adds a mesh command to the CanvasItem's draw commands. | |
CanvasItemAddMultimesh | Adds a MultiMesh to the CanvasItem's draw commands. Only affects its aabb at the moment. | |
CanvasItemAddNinePatch | Adds a nine patch image to the CanvasItem's draw commands. See NinePatchRect for more explanation. | |
CanvasItemAddParticles | Adds a particle system to the CanvasItem's draw commands. | |
CanvasItemAddPolygon | Adds a polygon to the CanvasItem's draw commands. | |
CanvasItemAddPolyline | Adds a polyline, which is a line from multiple points with a width, to the CanvasItem's draw commands. | |
CanvasItemAddPrimitive | Adds a primitive to the CanvasItem's draw commands. | |
CanvasItemAddRect | Adds a rectangle to the CanvasItem's draw commands. | |
CanvasItemAddSetTransform | Adds a Transform2D command to the CanvasItem's draw commands. This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item. | |
CanvasItemAddTextureRect | Adds a textured rect to the CanvasItem's draw commands. | |
CanvasItemAddTextureRectRegion | Adds a texture rect with region setting to the CanvasItem's draw commands. | |
CanvasItemAddTriangleArray | Adds a triangle array to the CanvasItem's draw commands. | |
CanvasItemClear | Clears the CanvasItem and removes all commands in it. | |
CanvasItemCreate | Creates a new CanvasItem and returns its RID. It can be accessed with the RID that is returned. This RID will be used in all canvas_item_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CanvasItemSetClip | Sets clipping for the CanvasItem. | |
CanvasItemSetCopyToBackbuffer | Sets the CanvasItem to copy a rect to the backbuffer. | |
CanvasItemSetCustomRect | Defines a custom drawing rectangle for the CanvasItem. | |
CanvasItemSetDistanceFieldMode | Enables the use of distance fields for GUI elements that are rendering distance field based fonts. | |
CanvasItemSetDrawBehindParent | Sets CanvasItem to be drawn behind its parent. | |
CanvasItemSetDrawIndex | Sets the index for the CanvasItem. | |
CanvasItemSetLightMask | The light mask. See LightOccluder2D for more information on light masks. | |
CanvasItemSetMaterial | Sets a new material to the CanvasItem. | |
CanvasItemSetModulate | Sets the color that modulates the CanvasItem and its children. | |
CanvasItemSetParent | Sets the parent for the CanvasItem. The parent can be another canvas item, or it can be the root canvas that is attached to the viewport. | |
CanvasItemSetSelfModulate | Sets the color that modulates the CanvasItem without children. | |
CanvasItemSetSortChildrenByY | Sets if CanvasItem's children should be sorted by y-position. | |
CanvasItemSetTransform | Sets the CanvasItem's Transform2D. | |
CanvasItemSetUseParentMaterial | Sets if the CanvasItem uses its parent's material. | |
CanvasItemSetVisible | Sets if the canvas item (including its children) is visible. | |
CanvasItemSetZAsRelativeToParent | If this is enabled, the Z index of the parent will be added to the children's Z index. | |
CanvasItemSetZIndex | Sets the CanvasItem's Z index, i.e. its draw order (lower indexes are drawn first). | |
CanvasLightAttachToCanvas | Attaches the canvas light to the canvas. Removes it from its previous canvas. | |
CanvasLightCreate | Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CanvasLightOccluderAttachToCanvas | Attaches a light occluder to the canvas. Removes it from its previous canvas. | |
CanvasLightOccluderCreate | Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_light_ocluder_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CanvasLightOccluderSetEnabled | Enables or disables light occluder. | |
CanvasLightOccluderSetLightMask | The light mask. See LightOccluder2D for more information on light masks. | |
CanvasLightOccluderSetPolygon | Sets a light occluder's polygon. | |
CanvasLightOccluderSetTransform | Sets a light occluder's Transform2D. | |
CanvasLightSetColor | Sets the color for a light. | |
CanvasLightSetEnabled | Enables or disables a canvas light. | |
CanvasLightSetEnergy | Sets a canvas light's energy. | |
CanvasLightSetHeight | Sets a canvas light's height. | |
CanvasLightSetItemCullMask | The light mask. See LightOccluder2D for more information on light masks. | |
CanvasLightSetItemShadowCullMask | The binary mask used to determine which layers this canvas light's shadows affects. See LightOccluder2D for more information on light masks. | |
CanvasLightSetLayerRange | The layer range that gets rendered with this light. | |
CanvasLightSetMode | The mode of the light, see VisualServerCanvasLightMode constants. | |
CanvasLightSetScale | Sets the texture's scale factor of the light. Equivalent to TextureScale. | |
CanvasLightSetShadowBufferSize | Sets the width of the shadow buffer, size gets scaled to the next power of two for this. | |
CanvasLightSetShadowColor | Sets the color of the canvas light's shadow. | |
CanvasLightSetShadowEnabled | Enables or disables the canvas light's shadow. | |
CanvasLightSetShadowFilter | Sets the canvas light's shadow's filter, see VisualServerCanvasLightShadowFilter constants. | |
CanvasLightSetShadowGradientLength | Sets the length of the shadow's gradient. | |
CanvasLightSetShadowSmooth | Smoothens the shadow. The lower, the smoother. | |
CanvasLightSetTexture | Sets texture to be used by light. Equivalent to Texture. | |
CanvasLightSetTextureOffset | Sets the offset of the light's texture. Equivalent to Offset. | |
CanvasLightSetTransform | Sets the canvas light's Transform2D. | |
CanvasLightSetZRange | ||
CanvasOccluderPolygonCreate | Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all canvas_occluder_polygon_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
CanvasOccluderPolygonSetCullMode | Sets an occluder polygons cull mode. See VisualServerCanvasOccluderPolygonCullMode constants. | |
CanvasOccluderPolygonSetShape | Sets the shape of the occluder polygon. | |
CanvasOccluderPolygonSetShapeAsLines | Sets the shape of the occluder polygon as lines. | |
CanvasSetItemMirroring | A copy of the canvas item will be drawn with a local offset of the mirroring Vector2. | |
CanvasSetModulate | Modulates all colors in the given canvas. | |
DirectionalLightCreate | Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this directional light to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
Draw | Draws a frame. This method is deprecated, please use ForceDraw(Boolean, Double) instead. | |
EnvironmentCreate | Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all environment_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
EnvironmentSetAdjustment | Sets the values to be used with the "Adjustment" post-process effect. See Environment for more details. | |
EnvironmentSetAmbientLight | Sets the ambient light parameters. See Environment for more details. | |
EnvironmentSetBackground | Sets the BGMode of the environment. Equivalent to BackgroundMode. | |
EnvironmentSetBgColor | Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes). | |
EnvironmentSetBgEnergy | Sets the intensity of the background color. | |
EnvironmentSetCanvasMaxLayer | Sets the maximum layer to use if using Canvas background mode. | |
EnvironmentSetDofBlurFar | Sets the values to be used with the "DoF Far Blur" post-process effect. See Environment for more details. | |
EnvironmentSetDofBlurNear | Sets the values to be used with the "DoF Near Blur" post-process effect. See Environment for more details. | |
EnvironmentSetFog | Sets the variables to be used with the scene fog. See Environment for more details. | |
EnvironmentSetFogDepth | Sets the variables to be used with the fog depth effect. See Environment for more details. | |
EnvironmentSetFogHeight | Sets the variables to be used with the fog height effect. See Environment for more details. | |
EnvironmentSetGlow | Sets the variables to be used with the "glow" post-process effect. See Environment for more details. | |
EnvironmentSetSky | Sets the Sky to be used as the environment's background when using BGMode sky. Equivalent to BackgroundSky. | |
EnvironmentSetSkyCustomFov | Sets a custom field of view for the background Sky. Equivalent to BackgroundSkyCustomFov. | |
EnvironmentSetSkyOrientation | Sets the rotation of the background Sky expressed as a Basis. Equivalent to BackgroundSkyOrientation. | |
EnvironmentSetSsao | Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See Environment for more details. | |
EnvironmentSetSsr | Sets the variables to be used with the "screen space reflections" post-process effect. See Environment for more details. | |
EnvironmentSetTonemap | Sets the variables to be used with the "tonemap" post-process effect. See Environment for more details. | |
Finish | Removes buffers and clears testcubes. | |
ForceDraw | Forces a frame to be drawn when the function is called. Drawing a frame updates all Viewports that are set to update. Use with extreme caution. | |
ForceSync | Synchronizes threads. | |
FreeRid | Tries to free an object in the VisualServer. | |
GetRenderInfo | Returns a certain information, see VisualServerRenderInfo for options. | |
GetTestCube | Returns the id of the test cube. Creates one if none exists. | |
GetTestTexture | Returns the id of the test texture. Creates one if none exists. | |
GetVideoAdapterName | Returns the name of the video adapter (e.g. "GeForce GTX 1080/PCIe/SSE2"). Note: When running a headless or server binary, this function returns an empty string. | |
GetVideoAdapterVendor | Returns the vendor of the video adapter (e.g. "NVIDIA Corporation"). Note: When running a headless or server binary, this function returns an empty string. | |
GetWhiteTexture | Returns the id of a white texture. Creates one if none exists. | |
GiProbeCreate | Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all gi_probe_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this GI probe to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
GiProbeGetBias | Returns the bias value for the GI probe. Bias is used to avoid self occlusion. Equivalent to Bias. | |
GiProbeGetBounds | Returns the axis-aligned bounding box that covers the full extent of the GI probe. | |
GiProbeGetCellSize | Returns the cell size set by GiProbeSetCellSize(RID, Single). | |
GiProbeGetDynamicData | Returns the data used by the GI probe. | |
GiProbeGetDynamicRange | Returns the dynamic range set for this GI probe. Equivalent to DynamicRange. | |
GiProbeGetEnergy | Returns the energy multiplier for this GI probe. Equivalent to Energy. | |
GiProbeGetNormalBias | Returns the normal bias for this GI probe. Equivalent to NormalBias. | |
GiProbeGetPropagation | Returns the propagation value for this GI probe. Equivalent to Propagation. | |
GiProbeGetToCellXform | Returns the Transform set by GiProbeSetToCellXform(RID, Transform). | |
GiProbeIsCompressed | Returns true if the GI probe data associated with this GI probe is compressed. Equivalent to Compress. | |
GiProbeIsInterior | Returns true if the GI probe is set to interior, meaning it does not account for sky light. Equivalent to Interior. | |
GiProbeSetBias | Sets the bias value to avoid self-occlusion. Equivalent to Bias. | |
GiProbeSetBounds | Sets the axis-aligned bounding box that covers the extent of the GI probe. | |
GiProbeSetCellSize | Sets the size of individual cells within the GI probe. | |
GiProbeSetCompress | Sets the compression setting for the GI probe data. Compressed data will take up less space but may look worse. Equivalent to Compress. | |
GiProbeSetDynamicData | Sets the data to be used in the GI probe for lighting calculations. Normally this is created and called internally within the GIProbe node. You should not try to set this yourself. | |
GiProbeSetDynamicRange | Sets the dynamic range of the GI probe. Dynamic range sets the limit for how bright lights can be. A smaller range captures greater detail but limits how bright lights can be. Equivalent to DynamicRange. | |
GiProbeSetEnergy | Sets the energy multiplier for this GI probe. A higher energy makes the indirect light from the GI probe brighter. Equivalent to Energy. | |
GiProbeSetInterior | Sets the interior value of this GI probe. A GI probe set to interior does not include the sky when calculating lighting. Equivalent to Interior. | |
GiProbeSetNormalBias | Sets the normal bias for this GI probe. Normal bias behaves similar to the other form of bias and may help reduce self-occlusion. Equivalent to NormalBias. | |
GiProbeSetPropagation | Sets the propagation of light within this GI probe. Equivalent to Propagation. | |
GiProbeSetToCellXform | Sets the to cell Transform for this GI probe. | |
HasChanged | Returns true if changes have been made to the VisualServer's data. Draw(Boolean, Double) is usually called if this happens. | |
HasFeature | Not yet implemented. Always returns false. | |
HasOsFeature | Returns true if the OS supports a certain feature. Features might be s3tc, etc, etc2, pvrtc and skinning_fallback. When rendering with GLES2, returns true with skinning_fallback in case the hardware doesn't support the default GPU skinning process. | |
ImmediateBegin | Sets up ImmediateGeometry internals to prepare for drawing. Equivalent to Begin(MeshPrimitiveType, Texture). | |
ImmediateClear | Clears everything that was set up between ImmediateBegin(RID, VisualServerPrimitiveType, RID) and ImmediateEnd(RID). Equivalent to Clear. | |
ImmediateColor | Sets the color to be used with next vertex. Equivalent to SetColor(Color). | |
ImmediateCreate | Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all immediate_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this immediate geometry to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
ImmediateEnd | Ends drawing the ImmediateGeometry and displays it. Equivalent to End. | |
ImmediateGetMaterial | Returns the material assigned to the ImmediateGeometry. | |
ImmediateNormal | Sets the normal to be used with next vertex. Equivalent to SetNormal(Vector3). | |
ImmediateSetMaterial | Sets the material to be used to draw the ImmediateGeometry. | |
ImmediateTangent | Sets the tangent to be used with next vertex. Equivalent to SetTangent(Plane). | |
ImmediateUv | Sets the UV to be used with next vertex. Equivalent to SetUv(Vector2). | |
ImmediateUv2 | Sets the UV2 to be used with next vertex. Equivalent to SetUv2(Vector2). | |
ImmediateVertex | Adds the next vertex using the information provided in advance. Equivalent to AddVertex(Vector3). | |
ImmediateVertex2d | Adds the next vertex using the information provided in advance. This is a helper class that calls ImmediateVertex(RID, Vector3) under the hood. Equivalent to AddVertex(Vector3). | |
Init | Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything. | |
InstanceAttachObjectInstanceId | Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with InstancesCullAabb(AABB, RID), InstancesCullConvex(Array, RID), and InstancesCullRay(Vector3, Vector3, RID). | |
InstanceAttachSkeleton | Attaches a skeleton to an instance. Removes the previous skeleton from the instance. | |
InstanceCreate | Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all instance_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using InstanceSetBase(RID, RID). | |
InstanceCreate2 | Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all instance_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
InstanceGeometrySetAsInstanceLod | Not implemented in Godot 3.x. | |
InstanceGeometrySetCastShadowsSetting | Sets the shadow casting setting to one of VisualServerShadowCastingSetting. Equivalent to CastShadow. | |
InstanceGeometrySetDrawRange | Not implemented in Godot 3.x. | |
InstanceGeometrySetFlag | Sets the flag for a given VisualServerInstanceFlags. See VisualServerInstanceFlags for more details. | |
InstanceGeometrySetMaterialOverride | Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to MaterialOverride. | |
InstancesCullAabb | Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update. Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. | |
InstancesCullConvex | Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update. Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. | |
InstancesCullRay | Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as MeshInstance or DirectionalLight. Use @GDScript.instance_from_id to obtain the actual nodes. A scenario RID must be provided, which is available in the World you want to query. This forces an update for all resources queued to update. Warning: This function is primarily intended for editor usage. For in-game use cases, prefer physics collision. | |
InstanceSetBase | Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario. | |
InstanceSetBlendShapeWeight | Sets the weight for a given blend shape associated with this instance. | |
InstanceSetCustomAabb | Sets a custom AABB to use when culling objects from the view frustum. Equivalent to SetCustomAabb(AABB). | |
InstanceSetExterior | Function not implemented in Godot 3.x. | |
InstanceSetExtraVisibilityMargin | Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you to avoid culling objects that fall outside the view frustum. Equivalent to ExtraCullMargin. | |
InstanceSetLayerMask | Sets the render layers that this instance will be drawn to. Equivalent to Layers. | |
InstanceSetScenario | Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in. | |
InstanceSetSurfaceMaterial | Sets the material of a specific surface. Equivalent to SetSurfaceMaterial(Int32, Material). | |
InstanceSetTransform | Sets the world space transform of the instance. Equivalent to Transform. | |
InstanceSetUseLightmap | Sets the lightmap to use with this instance. | |
InstanceSetVisible | Sets whether an instance is drawn or not. Equivalent to Visible. | |
IsRenderLoopEnabled | Obsolete. | |
LightDirectionalSetBlendSplits | If true, this directional light will blend between shadow map splits resulting in a smoother transition between them. Equivalent to DirectionalShadowBlendSplits. | |
LightDirectionalSetShadowDepthRangeMode | Sets the shadow depth range mode for this directional light. Equivalent to DirectionalShadowDepthRange. See VisualServerLightDirectionalShadowDepthRangeMode for options. | |
LightDirectionalSetShadowMode | Sets the shadow mode for this directional light. Equivalent to DirectionalShadowMode. See VisualServerLightDirectionalShadowMode for options. | |
LightmapCaptureCreate | Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all lightmap_capture_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this lightmap capture to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
LightmapCaptureGetBounds | Returns the size of the lightmap capture area. | |
LightmapCaptureGetEnergy | Returns the energy multiplier used by the lightmap capture. | |
LightmapCaptureGetOctree | Returns the octree used by the lightmap capture. | |
LightmapCaptureGetOctreeCellSubdiv | Returns the cell subdivision amount used by this lightmap capture's octree. | |
LightmapCaptureGetOctreeCellTransform | Returns the cell transform for this lightmap capture's octree. | |
LightmapCaptureIsInterior | Returns true if capture is in "interior" mode. | |
LightmapCaptureSetBounds | Sets the size of the area covered by the lightmap capture. Equivalent to Bounds. | |
LightmapCaptureSetEnergy | Sets the energy multiplier for this lightmap capture. Equivalent to Energy. | |
LightmapCaptureSetInterior | Sets the "interior" mode for this lightmap capture. Equivalent to Interior. | |
LightmapCaptureSetOctree | Sets the octree to be used by this lightmap capture. This function is normally used by the BakedLightmap node. Equivalent to Octree. | |
LightmapCaptureSetOctreeCellSubdiv | Sets the subdivision level of this lightmap capture's octree. Equivalent to CellSubdiv. | |
LightmapCaptureSetOctreeCellTransform | Sets the octree cell transform for this lightmap capture's octree. Equivalent to CellSpaceTransform. | |
LightOmniSetShadowDetail | Sets whether to use vertical or horizontal detail for this omni light. This can be used to alleviate artifacts in the shadow map. Equivalent to OmniShadowDetail. | |
LightOmniSetShadowMode | Sets whether to use a dual paraboloid or a cubemap for the shadow map. Dual paraboloid is faster but may suffer from artifacts. Equivalent to OmniShadowMode. | |
LightSetBakeMode | Sets the bake mode for this light, see VisualServerLightBakeMode for options. The bake mode affects how the light will be baked in BakedLightmaps and GIProbes. | |
LightSetColor | Sets the color of the light. Equivalent to LightColor. | |
LightSetCullMask | Sets the cull mask for this Light. Lights only affect objects in the selected layers. Equivalent to LightCullMask. | |
LightSetNegative | If true, light will subtract light instead of adding light. Equivalent to LightNegative. | |
LightSetParam | Sets the specified light parameter. See VisualServerLightParam for options. Equivalent to SetParam(LightParam, Single). | |
LightSetProjector | Not implemented in Godot 3.x. | |
LightSetReverseCullFaceMode | If true, reverses the backface culling of the mesh. This can be useful when you have a flat mesh that has a light behind it. If you need to cast a shadow on both sides of the mesh, set the mesh to use double sided shadows with InstanceGeometrySetCastShadowsSetting(RID, VisualServerShadowCastingSetting). Equivalent to ShadowReverseCullFace. | |
LightSetShadow | If true, light will cast shadows. Equivalent to ShadowEnabled. | |
LightSetShadowColor | Sets the color of the shadow cast by the light. Equivalent to ShadowColor. | |
LightSetUseGi | Sets whether GI probes capture light information from this light. Deprecated method. Use LightSetBakeMode(RID, VisualServerLightBakeMode) instead. This method is only kept for compatibility reasons and calls LightSetBakeMode(RID, VisualServerLightBakeMode) internally, setting the bake mode to or depending on the given parameter. | |
MakeSphereMesh | Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions. | |
MaterialCreate | Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all material_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
MaterialGetParam | Returns the value of a certain material's parameter. | |
MaterialGetParamDefault | Returns the default value for the param if available. Otherwise returns an empty Variant. | |
MaterialGetShader | Returns the shader of a certain material's shader. Returns an empty RID if the material doesn't have a shader. | |
MaterialSetLineWidth | Sets a material's line width. | |
MaterialSetNextPass | Sets an object's next material. | |
MaterialSetParam | Sets a material's parameter. | |
MaterialSetRenderPriority | Sets a material's render priority. | |
MaterialSetShader | Sets a shader material's shader. | |
MeshAddSurfaceFromArrays | Adds a surface generated from the Arrays to a mesh. See VisualServerPrimitiveType constants for types. | |
MeshClear | Removes all surfaces from a mesh. | |
MeshCreate | Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all mesh_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this mesh to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
MeshGetBlendShapeCount | Returns a mesh's blend shape count. | |
MeshGetBlendShapeMode | Returns a mesh's blend shape mode. | |
MeshGetCustomAabb | Returns a mesh's custom aabb. | |
MeshGetSurfaceCount | Returns a mesh's number of surfaces. | |
MeshRemoveSurface | Removes a mesh's surface. | |
MeshSetBlendShapeCount | Sets a mesh's blend shape count. | |
MeshSetBlendShapeMode | Sets a mesh's blend shape mode. | |
MeshSetCustomAabb | Sets a mesh's custom aabb. | |
MeshSurfaceGetAabb | Returns a mesh's surface's aabb. | |
MeshSurfaceGetArray | Returns a mesh's surface's vertex buffer. | |
MeshSurfaceGetArrayIndexLen | Returns a mesh's surface's amount of indices. | |
MeshSurfaceGetArrayLen | Returns a mesh's surface's amount of vertices. | |
MeshSurfaceGetArrays | Returns a mesh's surface's buffer arrays. | |
MeshSurfaceGetBlendShapeArrays | Returns a mesh's surface's arrays for blend shapes. | |
MeshSurfaceGetFormat | Returns the format of a mesh's surface. | |
MeshSurfaceGetFormatOffset | Function is unused in Godot 3.x. | |
MeshSurfaceGetFormatStride | Function is unused in Godot 3.x. | |
MeshSurfaceGetIndexArray | Returns a mesh's surface's index buffer. | |
MeshSurfaceGetMaterial | Returns a mesh's surface's material. | |
MeshSurfaceGetPrimitiveType | Returns the primitive type of a mesh's surface. | |
MeshSurfaceGetSkeletonAabb | Returns the aabb of a mesh's surface's skeleton. | |
MeshSurfaceSetMaterial | Sets a mesh's surface's material. | |
MeshSurfaceUpdateRegion | Updates a specific region of a vertex buffer for the specified surface. Warning: this function alters the vertex buffer directly with no safety mechanisms, you can easily corrupt your mesh. | |
MultimeshAllocate | Allocates space for the multimesh data. Format parameters determine how the data will be stored by OpenGL. See VisualServerMultimeshTransformFormat, VisualServerMultimeshColorFormat, and VisualServerMultimeshCustomDataFormat for usage. Equivalent to InstanceCount. | |
MultimeshCreate | Creates a new multimesh on the VisualServer and returns an RID handle. This RID will be used in all multimesh_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this multimesh to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
MultimeshGetAabb | Calculates and returns the axis-aligned bounding box that encloses all instances within the multimesh. | |
MultimeshGetInstanceCount | Returns the number of instances allocated for this multimesh. | |
MultimeshGetMesh | Returns the RID of the mesh that will be used in drawing this multimesh. | |
MultimeshGetVisibleInstances | Returns the number of visible instances for this multimesh. | |
MultimeshInstanceGetColor | Returns the color by which the specified instance will be modulated. | |
MultimeshInstanceGetCustomData | Returns the custom data associated with the specified instance. | |
MultimeshInstanceGetTransform | Returns the Transform of the specified instance. | |
MultimeshInstanceGetTransform2d | Returns the Transform2D of the specified instance. For use when the multimesh is set to use 2D transforms. | |
MultimeshInstanceSetColor | Sets the color by which this instance will be modulated. Equivalent to SetInstanceColor(Int32, Color). | |
MultimeshInstanceSetCustomData | Sets the custom data for this instance. Custom data is passed as a Color, but is interpreted as a vec4 in the shader. Equivalent to SetInstanceCustomData(Int32, Color). | |
MultimeshInstanceSetTransform | Sets the Transform for this instance. Equivalent to SetInstanceTransform(Int32, Transform). | |
MultimeshInstanceSetTransform2d | Sets the Transform2D for this instance. For use when multimesh is used in 2D. Equivalent to SetInstanceTransform2d(Int32, Transform2D). | |
MultimeshSetAsBulkArray | Sets all data related to the instances in one go. This is especially useful when loading the data from disk or preparing the data from GDNative. All data is packed in one large float array. An array may look like this: Transform for instance 1, color data for instance 1, custom data for instance 1, transform for instance 2, color data for instance 2, etc. Transform is stored as 12 floats, Transform2D is stored as 8 floats, COLOR_8BIT / CUSTOM_DATA_8BIT is stored as 1 float (4 bytes as is) and COLOR_FLOAT / CUSTOM_DATA_FLOAT is stored as 4 floats. | |
MultimeshSetMesh | Sets the mesh to be drawn by the multimesh. Equivalent to Mesh. | |
MultimeshSetVisibleInstances | Sets the number of instances visible at a given time. If -1, all instances that have been allocated are drawn. Equivalent to VisibleInstanceCount. | |
OmniLightCreate | Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this omni light to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
ParticlesCreate | Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all particles_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach these particles to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
ParticlesGetCurrentAabb | Calculates and returns the axis-aligned bounding box that contains all the particles. Equivalent to CaptureAabb. | |
ParticlesGetEmitting | Returns true if particles are currently set to emitting. | |
ParticlesIsInactive | Returns true if particles are not emitting and particles are set to inactive. | |
ParticlesRequestProcess | Add particle system to list of particle systems that need to be updated. Update will take place on the next frame, or on the next call to InstancesCullAabb(AABB, RID), InstancesCullConvex(Array, RID), or InstancesCullRay(Vector3, Vector3, RID). | |
ParticlesRestart | Reset the particles on the next update. Equivalent to Restart. | |
ParticlesSetAmount | Sets the number of particles to be drawn and allocates the memory for them. Equivalent to Amount. | |
ParticlesSetCustomAabb | Sets a custom axis-aligned bounding box for the particle system. Equivalent to VisibilityAabb. | |
ParticlesSetDrawOrder | Sets the draw order of the particles to one of the named enums from VisualServerParticlesDrawOrder. See VisualServerParticlesDrawOrder for options. Equivalent to DrawOrder. | |
ParticlesSetDrawPasses | Sets the number of draw passes to use. Equivalent to DrawPasses. | |
ParticlesSetDrawPassMesh | ||
ParticlesSetEmissionTransform | Sets the Transform that will be used by the particles when they first emit. | |
ParticlesSetEmitting | If true, particles will emit over time. Setting to false does not reset the particles, but only stops their emission. Equivalent to Emitting. | |
ParticlesSetExplosivenessRatio | Sets the explosiveness ratio. Equivalent to Explosiveness. | |
ParticlesSetFixedFps | Sets the frame rate that the particle system rendering will be fixed to. Equivalent to FixedFps. | |
ParticlesSetFractionalDelta | If true, uses fractional delta which smooths the movement of the particles. Equivalent to FractDelta. | |
ParticlesSetLifetime | Sets the lifetime of each particle in the system. Equivalent to Lifetime. | |
ParticlesSetOneShot | If true, particles will emit once and then stop. Equivalent to OneShot. | |
ParticlesSetPreProcessTime | Sets the preprocess time for the particles' animation. This lets you delay starting an animation until after the particles have begun emitting. Equivalent to Preprocess. | |
ParticlesSetProcessMaterial | Sets the material for processing the particles. Note: this is not the material used to draw the materials. Equivalent to ProcessMaterial. | |
ParticlesSetRandomnessRatio | Sets the emission randomness ratio. This randomizes the emission of particles within their phase. Equivalent to Randomness. | |
ParticlesSetSpeedScale | Sets the speed scale of the particle system. Equivalent to SpeedScale. | |
ParticlesSetUseLocalCoordinates | If true, particles use local coordinates. If false they use global coordinates. Equivalent to LocalCoords. | |
ReflectionProbeCreate | Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all reflection_probe_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this reflection probe to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
ReflectionProbeSetAsInterior | If true, reflections will ignore sky contribution. Equivalent to InteriorEnable. | |
ReflectionProbeSetCullMask | Sets the render cull mask for this reflection probe. Only instances with a matching cull mask will be rendered by this probe. Equivalent to CullMask. | |
ReflectionProbeSetEnableBoxProjection | If true, uses box projection. This can make reflections look more correct in certain situations. Equivalent to BoxProjection. | |
ReflectionProbeSetEnableShadows | If true, computes shadows in the reflection probe. This makes the reflection much slower to compute. Equivalent to EnableShadows. | |
ReflectionProbeSetExtents | Sets the size of the area that the reflection probe will capture. Equivalent to Extents. | |
ReflectionProbeSetIntensity | Sets the intensity of the reflection probe. Intensity modulates the strength of the reflection. Equivalent to Intensity. | |
ReflectionProbeSetInteriorAmbient | Sets the ambient light color for this reflection probe when set to interior mode. Equivalent to InteriorAmbientColor. | |
ReflectionProbeSetInteriorAmbientEnergy | Sets the energy multiplier for this reflection probes ambient light contribution when set to interior mode. Equivalent to InteriorAmbientEnergy. | |
ReflectionProbeSetInteriorAmbientProbeContribution | Sets the contribution value for how much the reflection affects the ambient light for this reflection probe when set to interior mode. Useful so that ambient light matches the color of the room. Equivalent to InteriorAmbientContrib. | |
ReflectionProbeSetMaxDistance | Sets the max distance away from the probe an object can be before it is culled. Equivalent to MaxDistance. | |
ReflectionProbeSetOriginOffset | Sets the origin offset to be used when this reflection probe is in box project mode. Equivalent to OriginOffset. | |
ReflectionProbeSetUpdateMode | Sets how often the reflection probe updates. Can either be once or every frame. See VisualServerReflectionProbeUpdateMode for options. | |
RequestFrameDrawnCallback | Schedules a callback to the corresponding named method on where after a frame has been drawn. The callback method must use only 1 argument which will be called with userdata. | |
ScenarioCreate | Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all scenario_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. The scenario is the 3D world that all the visual instances exist in. | |
ScenarioSetDebug | Sets the VisualServerScenarioDebugMode for this scenario. See VisualServerScenarioDebugMode for options. | |
ScenarioSetEnvironment | Sets the environment that will be used with this scenario. | |
ScenarioSetFallbackEnvironment | Sets the fallback environment to be used by this scenario. The fallback environment is used if no environment is set. Internally, this is used by the editor to provide a default environment. | |
ScenarioSetReflectionAtlasSize | Sets the size of the reflection atlas shared by all reflection probes in this scenario. | |
SetBootImage | Sets a boot image. The color defines the background color. If scale is true, the image will be scaled to fit the screen size. If use_filter is true, the image will be scaled with linear interpolation. If use_filter is false, the image will be scaled with nearest-neighbor interpolation. | |
SetDebugGenerateWireframes | If true, the engine will generate wireframes for use with the wireframe debug mode. | |
SetDefaultClearColor | Sets the default clear color which is used when a specific clear color has not been selected. | |
SetRenderLoopEnabled | Obsolete. | |
SetShaderTimeScale | Sets the scale to apply to the passage of time for the shaders' TIME builtin. The default value is 1.0, which means TIME will count the real time as it goes by, without narrowing or stretching it. | |
ShaderCreate | Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all shader_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
ShaderGetCode | Returns a shader's code. | |
ShaderGetDefaultTextureParam | Returns a default texture from a shader searched by name. | |
ShaderGetParamList | Returns the parameters of a shader. | |
ShaderSetCode | Sets a shader's code. | |
ShaderSetDefaultTextureParam | Sets a shader's default texture. Overwrites the texture given by name. | |
SkeletonAllocate | Allocates the GPU buffers for this skeleton. | |
SkeletonBoneGetTransform | Returns the Transform set for a specific bone of this skeleton. | |
SkeletonBoneGetTransform2d | Returns the Transform2D set for a specific bone of this skeleton. | |
SkeletonBoneSetTransform | Sets the Transform for a specific bone of this skeleton. | |
SkeletonBoneSetTransform2d | Sets the Transform2D for a specific bone of this skeleton. | |
SkeletonCreate | Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all skeleton_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
SkeletonGetBoneCount | Returns the number of bones allocated for this skeleton. | |
SkyCreate | Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all sky_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
SkySetTexture | Sets a sky's texture. | |
SpotLightCreate | Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most light_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. To place in a scene, attach this spot light to an instance using InstanceSetBase(RID, RID) using the returned RID. | |
Sync | Not implemented in Godot 3.x. | |
TextureAllocate | Allocates the GPU memory for the texture. | |
TextureBind | Binds the texture to a texture slot. | |
TextureCreate | Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all texture_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
TextureCreateFromImage | Creates a texture, allocates the space for an image, and fills in the image. | |
TextureDebugUsage | Returns a list of all the textures and their information. | |
TextureGetData | Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the RID of the image at one of the cubes sides. | |
TextureGetDepth | Returns the depth of the texture. | |
TextureGetFlags | Returns the flags of a texture. | |
TextureGetFormat | Returns the format of the texture's image. | |
TextureGetHeight | Returns the texture's height. | |
TextureGetPath | Returns the texture's path. | |
TextureGetTexid | Returns the opengl id of the texture's image. | |
TextureGetType | Returns the type of the texture, can be any of the VisualServerTextureType. | |
TextureGetWidth | Returns the texture's width. | |
TextureSetData | Sets the texture's image data. If it's a CubeMap, it sets the image data at a cube side. | |
TextureSetDataPartial | Sets a part of the data for a texture. Warning: this function calls the underlying graphics API directly and may corrupt your texture if used improperly. | |
TextureSetFlags | Sets the texture's flags. See VisualServerTextureFlags for options. | |
TextureSetPath | Sets the texture's path. | |
TextureSetShrinkAllX2OnSetData | If true, sets internal processes to shrink all image data to half the size. | |
TextureSetSizeOverride | Resizes the texture to the specified dimensions. | |
TexturesKeepOriginal | If true, the image will be stored in the texture's images array if overwritten. | |
ViewportAttachCamera | Sets a viewport's camera. | |
ViewportAttachCanvas | Sets a viewport's canvas. | |
ViewportAttachToScreen | Copies viewport to a region of the screen specified by rect. If RenderDirectToScreen is true, then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to. For example, you can set the root viewport to not render at all with the following code: func _ready(): get_viewport().set_attach_to_screen_rect(Rect2()) $Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600)) Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, ViewportSetRenderDirectToScreen(RID, Boolean). | |
ViewportCreate | Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all viewport_* VisualServer functions. Once finished with your RID, you will want to free the RID using the VisualServer's FreeRid(RID) static method. | |
ViewportDetach | Detaches the viewport from the screen. | |
ViewportGetRenderInfo | Returns a viewport's render information. For options, see the VisualServerViewportRenderInfo constants. | |
ViewportGetTexture | Returns the viewport's last rendered frame. | |
ViewportRemoveCanvas | Detaches a viewport from a canvas and vice versa. | |
ViewportSetActive | If true, sets the viewport active, else sets it inactive. | |
ViewportSetCanvasStacking | Sets the stacking order for a viewport's canvas. layer is the actual canvas layer, while sublayer specifies the stacking order of the canvas among those in the same layer. | |
ViewportSetCanvasTransform | Sets the transformation of a viewport's canvas. | |
ViewportSetClearMode | Sets the clear mode of a viewport. See VisualServerViewportClearMode for options. | |
ViewportSetDebugDraw | Sets the debug draw mode of a viewport. See VisualServerViewportDebugDraw for options. | |
ViewportSetDisable3d | If true, a viewport's 3D rendering is disabled. | |
ViewportSetDisableEnvironment | If true, rendering of a viewport's environment is disabled. | |
ViewportSetGlobalCanvasTransform | Sets the viewport's global transformation matrix. | |
ViewportSetHdr | If true, the viewport renders to hdr. | |
ViewportSetHideCanvas | If true, the viewport's canvas is not rendered. | |
ViewportSetHideScenario | Currently unimplemented in Godot 3.x. | |
ViewportSetMsaa | Sets the anti-aliasing mode. See VisualServerViewportMSAA for options. | |
ViewportSetParentViewport | Sets the viewport's parent to another viewport. | |
ViewportSetRenderDirectToScreen | If true, render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the SCREEN_TEXTURE. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size. | |
ViewportSetScenario | Sets a viewport's scenario. The scenario contains information about the VisualServerScenarioDebugMode, environment information, reflection atlas etc. | |
ViewportSetShadowAtlasQuadrantSubdivision | Sets the shadow atlas quadrant's subdivision. | |
ViewportSetShadowAtlasSize | Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2. | |
ViewportSetSize | Sets the viewport's width and height. | |
ViewportSetTransparentBackground | If true, the viewport renders its background as transparent. | |
ViewportSetUpdateMode | Sets when the viewport should be updated. See VisualServerViewportUpdateMode constants for options. | |
ViewportSetUsage | Sets the viewport's 2D/3D mode. See VisualServerViewportUsage constants for options. | |
ViewportSetUseArvr | If true, the viewport uses augmented or virtual reality technologies. See ARVRInterface. | |
ViewportSetUseDebanding | If true, uses a fast post-processing filter to make banding significantly less visible. In some cases, debanding may introduce a slightly noticeable dithering pattern. It's recommended to enable debanding only when actually needed since the dithering pattern will make lossless-compressed screenshots larger. Note: Only available on the GLES3 backend. Hdr must also be true for debanding to be effective. | |
ViewportSetUseFxaa | Enables fast approximate antialiasing for this viewport. FXAA is a popular screen-space antialiasing method, which is fast but will make the image look blurry, especially at lower resolutions. It can still work relatively well at large resolutions such as 1440p and 4K. | |
ViewportSetVflip | If true, the viewport's rendering is flipped vertically. |
Name | Description | |
---|---|---|
ArrayWeightsSize | Number of weights/bones per vertex. | |
CanvasItemZMax | The maximum Z-layer for canvas items. | |
CanvasItemZMin | The minimum Z-layer for canvas items. | |
MaterialRenderPriorityMax | The maximum renderpriority of all materials. | |
MaterialRenderPriorityMin | The minimum renderpriority of all materials. | |
MaxCursors | Unused enum in Godot 3.x. | |
MaxGlowLevels | Max number of glow levels that can be used with glow post-process effect. | |
NoIndexArray | Marks an error that shows that the index array is empty. |