Sharp |
The SharpEngineSceneView type exposes the following members.
Name | Description | |
---|---|---|
AvaloniaFrameNumber | ||
BackgroundColor | ||
CreateOptions | Gets the EngineCreateOptions that were used to create the VulkanInstance and VulkanDevice. | |
DpiScaleX | Gets or sets a float that represents a DPI scale factor in X direction: 1 means 96 DPI, 1.5 means 144 DPI, etc. This value is used in line and pixel rendering and scales the line thickness or size of pixels. | |
DpiScaleY | Gets or sets a float that represents a DPI scale factor in Y direction: 1 means 96 DPI, 1.5 means 144 DPI, etc. This value is used in line and pixel rendering and scales the line thickness or size of pixels. | |
GpuDevice | Gets the graphics device object (VulkanDevice). | |
Id | Gets a unique id of this resource | |
IsAutomaticallyUpdating | ||
IsDisposed | Gets a Boolean that specifies if this resource has been disposed. | |
IsDisposing | Gets a Boolean that specifies if this resource is currently being disposed (the current code is executing inside Dispose method). | |
PreferredMultiSampleCount | PreferredMultiSampleCount can be set before the SceneView is initialized and defines the multi-sampling count (MSAA) that will be used if supported by the device. After initializing the SceneView, the actually used multi-sampling count is set to the UsedMultiSampleCount property. | |
PresentationType | Presentation type defines how the rendered 3D scene will be presented to the platform. Default value is SharedTexture. | |
Scene | Gets the Scene that defines the 3D objects. | |
SceneView | Gets the SceneView that renders the Scene to this control. | |
StopRenderingWhenHidden | Gets or sets a Boolean that specifies if rendering is stopped when this control is hidden (IsVisible goes to false). Default value is true. | |
WaitForVSync | Gets or sets a Boolean that specifies if the SceneView is waiting for a v-sync provided by the surface. This property is used only when OverlayTexture is used as a PresentationType. | |
WriteableBitmap |