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EngineRuntimeOptions Properties

The EngineRuntimeOptions type exposes the following members.

Properties
 NameDescription
Public propertyStatic memberDisposeAlreadyDisposedObject Gets or sets what action is taken when Dispose method is called for already disposed object. Default value is LogInfo.
Public propertyStatic memberDisposeObjectFromFinalizer Gets or sets what action is taken when a SharpEngine's object is disposed from finalizer. Default value is NoAction.
Public propertyStatic memberDisposingAssignedMaterial Gets or sets what action is taken when a material that is still assigned to a SceneNode is disposed. Default value is NoAction.
Public propertyStatic memberDisposingAssignedMesh Gets or sets what action is taken when a mesh that is still assigned to a SceneNode is disposed. Default value is NoAction.
Public propertyStatic memberThrowExceptionOnValidationError When true (false by default) then any validation error will throw a SharpEngineValidationException.
Public propertyStatic memberValidateAllocatedMeshBlocks When true then mesh memory blocks are checked so that they are correctly allocated and do not intersect with any other memory block.
Public propertyStatic memberValidateHeapAllocatorOnEachAllocation When true then HeapAllocator integrity is checked after each allocation and deallocation. This can be very slow when there are a lot of allocations. It is recommended to first enable ValidateHeapAllocatorOnEachFrame and if errors are found, enable this setting to get the exact moment that causes the error.
Public propertyStatic memberValidateHeapAllocatorOnEachFrame When true then HeapAllocator integrity is checked on each frame. When checking heal allocations it is recommended to first enable this settings and if errors are found then enable ValidateHeapAllocatorOnEachAllocation that is much slower.
Public propertyStatic memberValidateMeshDataOnGpu When true then the content of mesh vertex and index buffer is checked with the content that is actually written on the GPU. This validation is very expensive because all mesh data needs to be copied from the GPU to the main memory to be checked. Usually setting should found all the problems without using this validation.
Public propertyStatic memberValidationTime ValidationTime gets or sets the times in the rendering pipelines when the validation checks are executed. Default value is AfterUpdate.
Public propertyStatic memberWriteLogErrorOnValidationError When true (by default) then validation errors are written to error log messages.
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