public sealed class Sandbox.SceneCamera
Represents a camera and holds render hooks. This camera can be used to draw tool windows and scene panels.
Related Guides
Broader workflow and conceptual references connected to this API.
Constructors
Showing 1 constructors
public SceneCamera(string name = Unnamed)
Parameters
name: Default: Unnamed
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Methods
Showing 9 methods
public virtual sealed void Dispose()
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Properties
Showing 36 properties
public Color Sandbox.SceneCamera.AmbientLightColor { get; set; }
The color of the ambient light. Set it to black for no ambient light, alpha is used for lerping between IBL and constant color.
public Angles Sandbox.SceneCamera.Angles { get; set; }
The rotation of the scene's camera.
public bool Sandbox.SceneCamera.AntiAliasing { get; set; }
Enable or disable anti-aliasing for this render.
public Sandbox.RenderAttributes Sandbox.SceneCamera.Attributes { get; set; }
public Color Sandbox.SceneCamera.BackgroundColor { get; set; }
Color the scene camera clears the render target to.
public Sandbox.SceneCamera.BloomAccessor Sandbox.SceneCamera.Bloom { get; set; }
Access tonemapping properties of camera
public Sandbox.ClearFlags Sandbox.SceneCamera.ClearFlags { get; set; }
What kind of clearing should we do before we begin?
public Sandbox.CubemapFogController Sandbox.SceneCamera.CubemapFog { get; set; }
Control fog based on an image.
public System.Nullable`1<Matrix> Sandbox.SceneCamera.CustomProjectionMatrix { get; set; }
Allows specifying a custom projection matrix for this camera
public Sandbox.SceneCameraDebugMode Sandbox.SceneCamera.DebugMode { get; set; }
Render this camera using a different render mode
public bool Sandbox.SceneCamera.EnableDirectLighting { get; set; }
Enable or disable direct lighting
public bool Sandbox.SceneCamera.EnableIndirectLighting { get; set; }
Enable or disable indirect lighting
public bool Sandbox.SceneCamera.EnablePostProcessing { get; set; }
Toggle all post processing effects for this camera. The default is on.
public Sandbox.ITagSet Sandbox.SceneCamera.ExcludeTags { get; set; }
Scene objects with any of these tags won't be rendered by this camera.
public float Sandbox.SceneCamera.FieldOfView { get; set; }
The horizontal field of view of the Camera in degrees.
public string Sandbox.SceneCamera.Name { get; set; }
The name of this camera.. for debugging purposes.
public System.Action Sandbox.SceneCamera.OnRenderOpaque { get; set; }Obsolete
Called when rendering the transparent pass
Obsolete: This API member is obsolete.
public System.Action Sandbox.SceneCamera.OnRenderOverlay { get; set; }
public System.Action Sandbox.SceneCamera.OnRenderPostProcess { get; set; }Obsolete
Called when rendering the post process pass
Obsolete: This API member is obsolete.
public System.Action Sandbox.SceneCamera.OnRenderTransparent { get; set; }Obsolete
Called when rendering the transparent pass
Obsolete: This API member is obsolete.
public System.Action Sandbox.SceneCamera.OnRenderUI { get; set; }
public bool Sandbox.SceneCamera.Ortho { get; set; }
Whether to use orthographic projection.
public float Sandbox.SceneCamera.OrthoHeight { get; set; }
Height of the ortho when `Sandbox.SceneCamera.Ortho` is enabled.
public Vector3 Sandbox.SceneCamera.Position { get; set; }
The position of the scene's camera.
public Sandbox.Rect Sandbox.SceneCamera.Rect { get; set; }
The rect of the screen to render to. This is normalized, between 0 and 1.
public Sandbox.ITagSet Sandbox.SceneCamera.RenderTags { get; set; }
Only scene objects with one of these tags will be rendered by this camera.
public Rotation Sandbox.SceneCamera.Rotation { get; set; }
The rotation of the scene's camera.
public Vector2 Sandbox.SceneCamera.Size { get; set; }
The size of the screen. Allows us to work out aspect ratio. For now will get updated automatically on render.
public Sandbox.StereoTargetEye Sandbox.SceneCamera.TargetEye { get; set; }
The HMD eye that this camera is targeting. Use `Sandbox.StereoTargetEye.None` for the user's monitor (i.e. the companion window).
public Sandbox.VolumetricFogParameters Sandbox.SceneCamera.VolumetricFog { get; set; }
Control volumetric fog parameters, expect this to take 1-2ms of your GPU frame time.
public bool Sandbox.SceneCamera.WantsStereoSubmit { get; set; }
Set this to false if you don't want the stereo renderer to submit this camera's texture to the compositor. This option isn't considered if `Sandbox.SceneCamera.TargetEye` is `Sandbox.StereoTargetEye.None`.
public bool Sandbox.SceneCamera.WireframeMode { get; set; }
Render this camera using a wireframe view.
public Sandbox.SceneWorld Sandbox.SceneCamera.World { get; set; }
The world we're going to render.
public System.Collections.Generic.HashSet`1<Sandbox.SceneWorld> Sandbox.SceneCamera.Worlds { get; set; }
Your camera can render multiple worlds.
public float Sandbox.SceneCamera.ZFar { get; set; }
The camera's zFar distance. This is the furthest distance this camera will be able to render. This value totally depends on the game you're making. Shorter the better, sensible ranges would be between about 1000 and 30000, but if you want it to be further out you can balance that out by making znear larger.
public float Sandbox.SceneCamera.ZNear { get; set; }
The camera's zNear distance. This is the closest distance this camera will be able to render. A good value for this is about 5. Below 5 and particularly below 1 you're going to start to see a lot of artifacts like z-fighting.
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Metadata
| Field | Value |
|---|---|
| Namespace | Sandbox |
| Type | class |
| Assembly | Sandbox.Engine |
| Doc ID | T:Sandbox.SceneCamera |