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