| Name | Description |
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| BackBuffersInitialized |
Gets a Boolean that specifies if the back buffers for this SceneView have been created.
When this is true, then Width and Height define the size of the back buffers.
|
| BackgroundColor |
Color of the background. The color is not pre-multiplied by the alpha component.
|
| BackgroundSpritesRenderingLayer |
Gets a RenderingLayer that contains sprites that are rendered before any other 3D object is rendered. This RenderingLayer is not added to Ab4d.SharpEngine.RenderingLayers collection but is rendered in RenderSpritesRenderingStep.
|
| Camera |
Gets or sets an ICamera that is used to show the scene.
|
| DefaultBeginRenderPassRenderingStep |
Default BeginRenderPassRenderingStep
|
| DefaultCompleteRenderingStep |
Default CompleteRenderingStep
|
| DefaultInitializeRenderingStep |
Default InitializeRenderingStep
|
| DefaultRenderObjectsRenderingStep |
Default RenderObjectsRenderingStep
|
| DepthStencilFormat |
Gets the format of DepthStencilImage |
| DepthStencilImage |
Gets the GpuImage that is used as a depth-stencil buffer.
|
| 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.
|
| Format |
Gets or sets a StandardBitmapFormats that specifies the texture format that is used by the SwapChain.
By default this is set to BGRA, but in cases when using shared texture or when the engine is only rendering to bitmap, it is also possible to specify the RGBA format.
To get the raw Vulkan format get the SwapChainFormat property.
|
| FrameBuffers |
Gets an array of used Framebuffers
|
| FrameNumber |
Gets the current frame number. The frame number is increased at the beginning of Render(Boolean, Boolean, Boolean) method and before calling Update method.
The first rendered frame number is 1 (0 means that no frame was rendered yet).
See LastSubmittedFrameNumber to get the frame number that was lastly submitted to the graphics card.
|
| GpuDevice |
Gets the VulkanDevice that was used to initialize this SceneView.
|
| GraphicsCommandPool |
Gets the default graphics command pool.
|
| Height |
Gets the heigth in pixels of this SceneView.
|
| IsCollectingStatistics |
Gets or sets a Boolean that specified is statistics is collected during rendering.
Statistics is written to the Statistics property.
|
| IsPerSampleShading |
True when per-sample shading is used.
This can be used to eliminate aliasing and smooth out e.g. high frequency texture maps.
To set the value of per-sample shading, set the PreferredIsPerSampleShading before the SceneView is initialized.
|
| LastSubmittedFrameNumber |
Gets a frame number that was submitted to the graphics card for execution.
This may be lower than the FrameNumber because FrameNumber is increased before the Update phase, when the LastSubmittedFrameNumber is set when the frame is sent to the graphics card.
This value is increased in the InitializeRenderingStep.
|
| MaxConcurrentlySubmittedFrames |
Gets the number of frames that can be rendered in the background on the graphics card.
In case when the engine is waiting for the graphics card to finish rendering, then this value is 0 (no background rendering while this app is being executed).
Otherwise this value can be as big as SwapChainImagesCount.
|
| MSAAImage |
Gets the GpuImage that is used as multi-sampled buffer.
|
| OverlaySpritesRenderingLayer |
Gets a RenderingLayer that contains sprites that are rendered after 3D objects are rendered. This RenderingLayer is not added to Ab4d.SharpEngine.RenderingLayers collection but is rendered in RenderSpritesRenderingStep.
|
| PreferredIsPerSampleShading |
PreferredIsPerSampleShading can be set before the SceneView is initialized and defines if the per-sample shading is used.
After initializing the SceneView, the actually used multi-sampling count is set to the IsPerSampleShading property.
|
| 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.
|
| PresentQueue |
Gets the present queue.
|
| PrimaryCommandBuffers |
Get an array of primary command buffers.
|
| RenderBackgroundSpritesRenderingStep |
Default RenderSpritesRenderingStep that render background sprites.
|
| RenderingContext |
Gets the RenderingContext |
| RenderingSteps |
Gets the rendering steps that are executed to render a frame.
|
| RenderOverlaySpritesRenderingStep |
Default RenderSpritesRenderingStep that render overlay sprites.
|
| RenderPass |
Gets the RenderPass
|
| Statistics |
Gets the RenderingStatistics that was taken during the rendering of the last frame.
To enable collecting statistics set the IsCollectingStatistics to true.
When no statistics is collected, then this property is set to null.
|
| SupersamplingCount |
SupersamplingCount - always 1 in this version because super-sampling is not supported.
|
| SupersamplingFactor |
SupersamplingFactor - always 1 in this version because super-sampling is not supported.
|
| Surface |
Gets the Vulkan surface that will show the rendered SceneView.
Set to SurfaceKHR.Null when no surface is used.
|
| SurfaceDetails |
Gets SurfaceDetails of the used Surface.
|
| SwapChain |
Gets the GpuSwapChain
|
| SwapChainFormat |
Gets the format of the SwapChain. To get format as a StandardBitmapFormats enum value, get the Format property.
|
| SwapChainImagesCount |
Gets the number of used swap chain images.
|
| UsedMultiSampleCount |
Gets used sample count in multi-sampling (MSAA) used by this SceneView.
1 indicates that no multi-sampling is used.
To set the value of multi-sampling count, set the PreferredMultiSampleCount before the SceneView is initialized.
|
| UsedMultiSampleCountFlags |
Gets used multi-sampling as a SampleCountFlags.
|
| UseSurfacePreTransform |
Gets or sets a Boolean that specifies if Surface pre-transform is used (view is rendered with the same rotation as the surface).
|
| ViewRotation |
Gets or sets rotation of the view (sometimes also called view pre-transform).
|
| WaitForVSync |
Gets or sets a Boolean that specifies if the SceneView is waiting for a v-sync provided by the surface.
|
| Width |
Gets the width in pixels of this SceneView.
|