RenderView class final
One camera rendering one target.
Splitting this out from the renderer is what makes multiple viewports, off-screen passes and eventually shadow maps ordinary rather than special: a shadow pass is a render view whose camera happens to be a light.
Constructors
- RenderView({required CameraNode camera, ViewportRect viewportFraction = const ViewportRect(0.0, 0.0, 1.0, 1.0), int layerMask = ~0, int priority = 0, Vector4? clearColor, SortMode opaqueSort = SortMode.stateThenDepth, SortMode transparentSort = SortMode.backToFront})
Properties
- camera ↔ CameraNode
-
getter/setter pair
- clearColor ↔ Vector4
-
getter/setter pair
- hashCode → int
-
The hash code for this object.
no setterinherited
- layerMask ↔ int
-
Nodes are drawn only where
node.layerMask & view.layerMask != 0.getter/setter pair - opaqueSort ↔ SortMode
-
getter/setter pair
- priority ↔ int
-
Views are rendered in ascending priority, like PlayCanvas camera priority.
getter/setter pair
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
- transparentSort ↔ SortMode
-
getter/setter pair
- viewportFraction ↔ ViewportRect
-
Normalized rectangle within the target, as in Babylon. Fractions rather
than pixels so a view survives a resize unchanged.
getter/setter pair
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited