Class AnimatableRenderer
- Namespace
- Vintagestory.API.Common
- Assembly
- VintagestoryAPI.dll
public class AnimatableRenderer : IRenderer, IDisposable
- Inheritance
-
AnimatableRenderer
- Implements
- Inherited Members
- Extension Methods
Constructors
AnimatableRenderer(ICoreClientAPI, Vec3d, Vec3f, AnimatorBase, Dictionary<string, AnimationMetaData>, MeshRef, int, EnumRenderStage)
[Obsolete("Use constructor with MultiTextureMeshRef instead, the standard MeshRef texturing breaks when there is multiple texture atlasses")]
public AnimatableRenderer(ICoreClientAPI capi, Vec3d pos, Vec3f rotationDeg, AnimatorBase animator, Dictionary<string, AnimationMetaData> activeAnimationsByAnimCode, MeshRef meshref, int textureId, EnumRenderStage renderStage = EnumRenderStage.Opaque)
Parameters
capi
ICoreClientAPIpos
Vec3drotationDeg
Vec3fanimator
AnimatorBaseactiveAnimationsByAnimCode
Dictionary<string, AnimationMetaData>meshref
MeshReftextureId
intrenderStage
EnumRenderStage
AnimatableRenderer(ICoreClientAPI, Vec3d, Vec3f, AnimatorBase, Dictionary<string, AnimationMetaData>, MultiTextureMeshRef, EnumRenderStage)
public AnimatableRenderer(ICoreClientAPI capi, Vec3d pos, Vec3f rotationDeg, AnimatorBase animator, Dictionary<string, AnimationMetaData> activeAnimationsByAnimCode, MultiTextureMeshRef meshref, EnumRenderStage renderStage = EnumRenderStage.Opaque)
Parameters
capi
ICoreClientAPIpos
Vec3drotationDeg
Vec3fanimator
AnimatorBaseactiveAnimationsByAnimCode
Dictionary<string, AnimationMetaData>meshref
MultiTextureMeshRefrenderStage
EnumRenderStage
Fields
CustomTransform
public float[] CustomTransform
Field Value
- float[]
FogAffectedness
public float FogAffectedness
Field Value
LightAffected
public bool LightAffected
Field Value
ModelMat
public float[] ModelMat
Field Value
- float[]
ScaleX
public float ScaleX
Field Value
ScaleY
public float ScaleY
Field Value
ScaleZ
public float ScaleZ
Field Value
ShouldRender
public bool ShouldRender
Field Value
StabilityAffected
public bool StabilityAffected
Field Value
activeAnimationsByAnimCode
protected Dictionary<string, AnimationMetaData> activeAnimationsByAnimCode
Field Value
animator
protected AnimatorBase animator
Field Value
backfaceCulling
public bool backfaceCulling
Field Value
capi
protected ICoreClientAPI capi
Field Value
meshref
public MeshRef meshref
Field Value
mtmeshref
public MultiTextureMeshRef mtmeshref
Field Value
pos
protected Vec3d pos
Field Value
renderColor
public Vec4f renderColor
Field Value
rotationDeg
public Vec3f rotationDeg
Field Value
textureId
public int textureId
Field Value
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
public double RenderOrder { get; }
Property Value
RenderRange
Within what range to the player OnRenderFrame() should be called (currently not used!)
public int RenderRange { get; }
Property Value
Methods
Dispose()
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
public void Dispose()
OnRenderFrame(float, EnumRenderStage)
Called every frame for rendering whatever you need to render
public void OnRenderFrame(float dt, EnumRenderStage stage)
Parameters
dt
floatstage
EnumRenderStage