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public sealed class Sandbox.ParticleTextRenderer : Sandbox.ParticleRenderer

Renders particles as 2D sprites

Constructors

Showing 1 constructors

Properties

Showing 21 properties

public virtual sealed float Sandbox.ParticleTextRenderer.BlurAmount { get; set; }

Amount of blur applied to the sprite during motion blur.

public virtual sealed float Sandbox.ParticleTextRenderer.BlurOpacity { get; set; }

Opacity of the blur effect applied to the sprite.

public virtual sealed float Sandbox.ParticleTextRenderer.BlurSpacing { get; set; }

Spacing between blur samples in the motion blur effect.

public virtual sealed bool Sandbox.ParticleTextRenderer.FaceVelocity { get; set; }

Aligns the sprite to face its velocity direction.

public virtual sealed bool Sandbox.ParticleTextRenderer.IsSorted { get; set; }

Interface property to determine if particles should be sorted

public virtual sealed bool Sandbox.ParticleTextRenderer.LeadingTrail { get; set; }

Determines whether the motion blur effect includes a leading trail.

public virtual sealed bool Sandbox.ParticleTextRenderer.Opaque { get; set; }

Indicates whether the sprite is opaque, optimizing rendering by skipping sorting.

public virtual sealed Sandbox.Texture Sandbox.ParticleTextRenderer.RenderTexture { get; set; }

Provides texture for rendering the sprite

public virtual sealed float Sandbox.ParticleTextRenderer.RotationOffset { get; set; }

Offset applied to the rotation when facing velocity.

public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleTextRenderer.TextureFilter { get; set; }

Metadata

FieldValue
NamespaceSandbox
Typeclass
AssemblySandbox.Engine
Doc IDT:Sandbox.ParticleTextRenderer

On this page

Constructorspublic ParticleTextRenderer()Propertiespublic virtual sealed System.Boolean Sandbox.ParticleTextRenderer.Additive { get; set; }public virtual sealed Sandbox.ParticleSpriteRenderer.BillboardAlignment Sandbox.ParticleTextRenderer.Alignment { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.BlurAmount { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.BlurOpacity { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.BlurSpacing { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.DepthFeather { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.FaceVelocity { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.FogStrength { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.IsSorted { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.LeadingTrail { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.Lighting { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.MotionBlur { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.Opaque { get; set; }public virtual sealed Vector2 Sandbox.ParticleTextRenderer.Pivot { get; set; }public virtual sealed Sandbox.Texture Sandbox.ParticleTextRenderer.RenderTexture { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.RotationOffset { get; set; }public virtual sealed System.Single Sandbox.ParticleTextRenderer.Scale { get; set; }public virtual sealed System.Boolean Sandbox.ParticleTextRenderer.Shadows { get; set; }public Sandbox.ParticleTextRenderer.ParticleSortMode Sandbox.ParticleTextRenderer.SortMode { get; set; }public Sandbox.TextRendering.Scope Sandbox.ParticleTextRenderer.Text { get; set; }public virtual sealed Sandbox.Rendering.FilterMode Sandbox.ParticleTextRenderer.TextureFilter { get; set; }Metadata