0.51.0 (#200)
* large renderer state refactor; added subsurface scattering energy conservation; added emitted particle subsurface scattering; removed area lights; optimizations; * added layerMask support in shaders * fixed incorrect shadow priority for directional light; fix point light shadow disconnect; * fix incorrect shadow assignment
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@@ -100,15 +100,12 @@ This is the graphics renderer, which is also responsible for managing the scene
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parent-child relationships between the scene hierarchy, updating the world, animating armatures.
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You can use the Renderer with the following functions, all of which are in the global scope:
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- GetGameSpeed() : float result
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- SetResolutionScale(float scale)
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- SetGamma(float gamma)
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- SetGameSpeed(float speed)
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- GetScreenWidth() : float result
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- GetScreenHeight() : float result
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- GetRenderWidth() : float result
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- GetRenderHeight(): float result
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- GetCamera() : Camera result -- returns the main camera
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- AttachCamera(Entity entity) -- attaches camera to an entity in the current frame
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- HairParticleSettings(opt int lod0, opt int lod1, opt int lod2)
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- SetShadowProps2D(int resolution, int count)
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- SetShadowPropsCube(int resolution, int count)
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@@ -417,6 +414,7 @@ An entity is just an int value (int in LUA and uint32 in C++) and works as a han
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The scene holds components. Entity handles can be used to retrieve associated components through the scene.
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- [constructor]Scene() : Scene result -- creates a custom scene
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- [outer]GetScene() : Scene result -- returns the global scene
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- [outer]GetCamera() : Camera result -- returns the global camera
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- [outer]LoadModel(string fileName, opt Matrix transform) : int rootEntity -- Load Model from file. returns a root entity that everything in this model is attached to
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- [outer]LoadModel(Scene scene, string fileName, opt Matrix transform) : int rootEntity -- Load Model from file into specified scene. returns a root entity that everything in this model is attached to
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- [outer]Pick(Ray ray, opt PICKTYPE pickType, opt uint layerMask, opt Scene scene) : int entity, Vector position,normal, float distance -- Perform ray-picking in the scene. pickType is a bitmask specifying object types to check against. layerMask is a bitmask specifying which layers to check against. Scene parameter is optional and will use the global scene if not specified.
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