Table of Contents

Interface IRenderer

Namespace
Vintagestory.API.Client
Assembly
VintagestoryAPI.dll

Interface to render something on to the clients screens. Used for block entitites.

public interface IRenderer : IDisposable
Inherited Members

Properties

RenderOrder

0 = drawn first, 1 = drawn last
Default render orders by render stage:
Before:
0 = Ambient Manager
0 = Camera

Opaque:
0.1 = Blue sky (Icosahedron)
0.2 = Night skybox
0.3 = Sun and moon
0.37 = Terrain opaque
0.4 = Enitities
0.5 = Decals
0.5 = Debug wireframe
0.6 = particles
0.7 = Cinematic camera line preview
0.8 = fp held item
0.9 = held item opaque custom renderer

OIT:
0.2 = Frame buffer debug screen
0.35 = Clouds
0.37 = Terrain oit
0.4 = Enitities
0.6 = particles
0.9 = held item oit custom renderer

Shadow far:
0 = shadow map init
0.37 = Terrain shadow far
0.4 = Enitities

Shadow far done:
1 = shadow map finish

Shadow near:
0 = shadow map init
0.37 = Terrain shadow near
0.4 = Enitities

Shadow near done:
1 = shadow map finish
Ortho:
0.2 = Frame buffer debug screen
0.4 = Enitities
0.9 = held item ortho custom renderer
0.95 = sleeping overlay
0.98 = bow/spear aiming reticle
1 = Gui manager
1.02 = crosshair and mouse cursor

AfterFinalComposition:
2 = screenshot

Done:
0.1 = gui manager
2 = screenshot

0.98 = Cinematic camera camera advancing and frame capture when recording
0.99 = Chunk Tesselator Manager (uploads new/modified chunk meshes)
0.999 = Compress chunks scan
1 = video recorder

double RenderOrder { get; }

Property Value

double

RenderRange

Within what range to the player OnRenderFrame() should be called (currently not used!)

int RenderRange { get; }

Property Value

int

Methods

OnRenderFrame(float, EnumRenderStage)

Called every frame for rendering whatever you need to render

void OnRenderFrame(float deltaTime, EnumRenderStage stage)

Parameters

deltaTime float
stage EnumRenderStage