Scene Properties |
The Scene type exposes the following members.
Name | Description | |
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BackgroundRenderingLayer | Gets a RenderingLayer that is rendered first. Objects in this layer are not sorted and are rendered in the same order as they are added to the layer. | |
BackgroundSpritesRenderingLayer | Gets a RenderingLayer that contains sprites that are rendered before any other 3D object is rendered. This RenderingLayer is not added to RenderingLayers collection but is rendered in RenderSpritesRenderingStep. | |
ComplexGeometryRenderingLayer | Gets a RenderingLayer that contains opaque and very complex 3D objects that are expected to take a lot of GPU time to render and should therefore start rendering as soon as possible. Usually this layer contains instanced objects, big point cloud objects or standard objects with many triangles. Objects in this layer are not sorted and are rendered in the main thread (no multi-threading rendering) and in the same order as they are added to the layer. | |
DefaultHitTestOptions | HitTestOptions specifies default hit testing parameters that are used with hit testing and when no customHitTestOptions are specified. | |
DirtyFlags | Gets the dirty flags for this Scene. This value is reset to None when calling Update(Boolean) method. | |
EffectsManager | Gets the EffectsManager | |
ForegroundRenderingLayer | Gets a RenderingLayer that is rendered after standard GeometryRenderingLayer but before TransparentRenderingLayer. Objects in this layer are not sorted and are rendered in the same order as they are added to the layer. | |
GpuDevice | VulkanDevice that was used to initialized this Scene. | |
HitTestOptions | Obsolete. HitTestOptions is obsolete and is just a link to a new DefaultHitTestOptions property. Use DefaultHitTestOptions instead or use customHitTestOptions parameter when calling hit test method. | |
IsDefaultCoordinateSystem | Gets true when the default coordinate system (YUpRightHanded) is used. | |
IsMaterialSortingEnabled | Gets or sets a Boolean that specified if sorting objects by their materials is enabled. Sorting objects usually improves rendering performance because objects with same materials are rendered one after another and this reduces the required DirectX state changes. Objects are sorted by their material hash value only when they are in the MaterialSortedRenderingLayer (usually all standard and opaque geometry objects). But sometimes user wants to have full control of the order in which the objects are sorted. In this case it is possible to disable material sorting. Default value is true. | |
IsRightHandedCoordinateSystem | Gets true when the coordinate system is right handed (YUpRightHanded or ZUpRightHanded). | |
IsTransparencySortingEnabled | Gets or sets a Boolean that specifies if sorting transparent objects by their distance to the camera is enabled. Default value is false. See remarks for more info. | |
Lights | Gets a collection of all scene lights. | |
LightsCount | Gets the number of non-ambient lights that are defined in the scene. | |
LineGeometryRenderingLayer | Gets a RenderingLayer that contains opaque and single-colored 3D line objects that are rendered with ThickLineEffect. Objects in this layer are not sorted but are rendered with using multi-threading. | |
LineRasterizationMode | Gets or sets the mode that specifies how the 3D lines are rendered. By default this value is set to GeometryShader. This is the recommended mode because it is supported on most platforms, is the fastest and provides the most customizations. This value needs to be set before the default ThickLineEffect is initialized. | |
MaxLightsCount | Gets or sets the maximum number of lights that can be rendered. | |
OtherGeometryRenderingLayer | Gets a RenderingLayer that contains opaque objects that cannot be rendered with StandardEffect. Usually this layer contains pixels, objects with physically based rendering material and other objects with non-standard effect (for example vertex colored materials). The objects in this layer are not rendered with using multi-threading. Objects in this layer are sorted so that they are grouped by material to minimize state changes. | |
OverlayRenderingLayer | Gets a RenderingLayer that is rendered last. Objects in this layer are not sorted and are rendered in the same order as they are added to the layer. | |
OverlaySpritesRenderingLayer | Gets a RenderingLayer that contains sprites that are rendered after 3D objects are rendered. This RenderingLayer is not added to RenderingLayers collection but is rendered in RenderSpritesRenderingStep. | |
RenderingItemsPool | Gets the ObjectPool to get RenderingItem objects. | |
RenderingLayers | RenderingLayers is a read only collection of rendering layers that represent queues of RenderingItems that are prepared to be rendered in the FillCommandBufferRenderingStep. RenderingLayer are rendered in the same order as in the RenderingLayers list. | |
RootNode | RootNode defines the root GroupNode that contains the SceneNode objects that are shown by this Scene. | |
StandardGeometryRenderingLayer | Gets a RenderingLayer that contains standard opaque objects that can be rendered with StandardEffect (all objects with StandardMaterial or objects that are created from WPF 3D objects). Objects in this layer are sorted so that they are grouped by material to minimize state changes and are also rendered with using multi-threading. | |
SwapChainImagesCount | Gets the number of swap chain images count | |
TransparentRenderingLayer | Gets a RenderingLayer that contains transparent objects. Objects in this layer are sorted by their distance to the camera - farthest objects are rendered first. |