Engine

actual class Engine

Engine is Filament's main entry-point.

An Engine instance keeps track of all resources created by the user and manages the rendering thread as well as the hardware renderer.

To use Filament, an Engine instance must be created first using Engine.create(). Engine essentially represents (or is associated with) a hardware context (e.g., an OpenGL ES context or a Vulkan device).

Rendering typically happens in an operating system's window (which can be fullscreen), which is managed by a Renderer.

A typical Filament render loop looks like this:

val engine = Engine.create()
val swapChain = engine.createSwapChain(nativeWindow)
val renderer = engine.createRenderer()
val scene = engine.createScene()
val view = engine.createView()

view.setScene(scene)

while (!quit) {
// Wait for VSYNC and user input events
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}

engine.destroy(view)
engine.destroy(scene)
engine.destroy(renderer)
engine.destroy(swapChain)
Engine.destroy(engine)
expect class Engine

Engine is Filament's main entry-point.

An Engine instance keeps track of all resources created by the user and manages the rendering thread as well as the hardware renderer.

To use Filament, an Engine instance must be created first using Engine.create(). Engine essentially represents (or is associated with) a hardware context (e.g., an OpenGL ES context or a Vulkan device).

Rendering typically happens in an operating system's window (which can be fullscreen), which is managed by a Renderer.

A typical Filament render loop looks like this:

val engine = Engine.create()
val swapChain = engine.createSwapChain(nativeWindow)
val renderer = engine.createRenderer()
val scene = engine.createScene()
val view = engine.createView()

view.setScene(scene)

while (!quit) {
// Wait for VSYNC and user input events
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}

engine.destroy(view)
engine.destroy(scene)
engine.destroy(renderer)
engine.destroy(swapChain)
Engine.destroy(engine)
actual class Engine

Engine is Filament's main entry-point.

An Engine instance keeps track of all resources created by the user and manages the rendering thread as well as the hardware renderer.

To use Filament, an Engine instance must be created first using Engine.create(). Engine essentially represents (or is associated with) a hardware context (e.g., an OpenGL ES context or a Vulkan device).

Rendering typically happens in an operating system's window (which can be fullscreen), which is managed by a Renderer.

A typical Filament render loop looks like this:

val engine = Engine.create()
val swapChain = engine.createSwapChain(nativeWindow)
val renderer = engine.createRenderer()
val scene = engine.createScene()
val view = engine.createView()

view.setScene(scene)

while (!quit) {
// Wait for VSYNC and user input events
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}

engine.destroy(view)
engine.destroy(scene)
engine.destroy(renderer)
engine.destroy(swapChain)
Engine.destroy(engine)
actual class Engine

Engine is Filament's main entry-point.

An Engine instance keeps track of all resources created by the user and manages the rendering thread as well as the hardware renderer.

To use Filament, an Engine instance must be created first using Engine.create(). Engine essentially represents (or is associated with) a hardware context (e.g., an OpenGL ES context or a Vulkan device).

Rendering typically happens in an operating system's window (which can be fullscreen), which is managed by a Renderer.

A typical Filament render loop looks like this:

val engine = Engine.create()
val swapChain = engine.createSwapChain(nativeWindow)
val renderer = engine.createRenderer()
val scene = engine.createScene()
val view = engine.createView()

view.setScene(scene)

while (!quit) {
// Wait for VSYNC and user input events
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}

engine.destroy(view)
engine.destroy(scene)
engine.destroy(renderer)
engine.destroy(swapChain)
Engine.destroy(engine)
actual class Engine

Engine is Filament's main entry-point.

An Engine instance keeps track of all resources created by the user and manages the rendering thread as well as the hardware renderer.

To use Filament, an Engine instance must be created first using Engine.create(). Engine essentially represents (or is associated with) a hardware context (e.g., an OpenGL ES context or a Vulkan device).

Rendering typically happens in an operating system's window (which can be fullscreen), which is managed by a Renderer.

A typical Filament render loop looks like this:

val engine = Engine.create()
val swapChain = engine.createSwapChain(nativeWindow)
val renderer = engine.createRenderer()
val scene = engine.createScene()
val view = engine.createView()

view.setScene(scene)

while (!quit) {
// Wait for VSYNC and user input events
if (renderer.beginFrame(swapChain)) {
renderer.render(view)
renderer.endFrame()
}
}

engine.destroy(view)
engine.destroy(scene)
engine.destroy(renderer)
engine.destroy(swapChain)
Engine.destroy(engine)

Constructors

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constructor(nativeEngine: Engine)
constructor(nativeHandle: MemorySegment?)
constructor(nativeHandle: CPointer<FilaEngine>?)

Types

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actual enum Backend : Enum<Engine.Backend>

Rendering backend selection.

expect enum Backend : Enum<Engine.Backend>

Rendering backend selection.

actual enum Backend : Enum<Engine.Backend>

Rendering backend selection.

actual enum Backend : Enum<Engine.Backend>

Rendering backend selection.

actual enum Backend : Enum<Engine.Backend>

Rendering backend selection.

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actual class Builder

Builder for creating and configuring an Engine instance.

expect class Builder

Builder for creating and configuring an Engine instance.

actual class Builder

Builder for creating and configuring an Engine instance.

actual class Builder

Builder for creating and configuring an Engine instance.

actual class Builder

Builder for creating and configuring an Engine instance.

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actual object Companion
expect object Companion
actual object Companion
actual object Companion
actual object Companion
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Material compilation priority queue.

Material compilation priority queue.

Material compilation priority queue.

Material compilation priority queue.

Material compilation priority queue.

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actual class Config

Advanced parameters for customizing Engine initialization.

expect class Config

Advanced parameters for customizing Engine initialization.

actual class Config

Advanced parameters for customizing Engine initialization.

actual class Config

Advanced parameters for customizing Engine initialization.

actual class Config

Advanced parameters for customizing Engine initialization.

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Backend feature levels control available rendering capabilities and performance characteristics.

Backend feature levels control available rendering capabilities and performance characteristics.

Backend feature levels control available rendering capabilities and performance characteristics.

Backend feature levels control available rendering capabilities and performance characteristics.

Backend feature levels control available rendering capabilities and performance characteristics.

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Feature state for conditional material compilation.

Feature state for conditional material compilation.

Feature state for conditional material compilation.

Feature state for conditional material compilation.

Feature state for conditional material compilation.

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GPU context priority for work scheduling and preemption.

GPU context priority for work scheduling and preemption.

GPU context priority for work scheduling and preemption.

GPU context priority for work scheduling and preemption.

GPU context priority for work scheduling and preemption.

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Stereoscopic rendering technique for VR and 3D displays.

Stereoscopic rendering technique for VR and 3D displays.

Stereoscopic rendering technique for VR and 3D displays.

Stereoscopic rendering technique for VR and 3D displays.

Stereoscopic rendering technique for VR and 3D displays.

Properties

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The rendering backend being used by this Engine.

The rendering backend being used by this Engine.

The rendering backend being used by this Engine.

The rendering backend being used by this Engine.

The rendering backend being used by this Engine.

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actual val config: Engine.Config

The Engine's advanced configuration — the Config object used when creating this Engine.

expect val config: Engine.Config

The Engine's advanced configuration — the Config object used when creating this Engine.

actual val config: Engine.Config

The Engine's advanced configuration — the Config object used when creating this Engine.

actual val config: Engine.Config

The Engine's advanced configuration — the Config object used when creating this Engine.

actual val config: Engine.Config

The Engine's advanced configuration — the Config object used when creating this Engine.

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val jsEngine: Engine
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val nativeEngine: Engine
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var nativeHandle: MemorySegment?
var nativeHandle: CPointer<FilaEngine>?
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actual var paused: Boolean

Whether rendering is currently paused. Set to pause or resume rendering.

expect var paused: Boolean

Whether rendering is currently paused. Set to pause or resume rendering.

actual var paused: Boolean

Whether rendering is currently paused. Set to pause or resume rendering.

actual var paused: Boolean

Whether rendering is currently paused. Set to pause or resume rendering.

actual var paused: Boolean

Whether rendering is currently paused. Set to pause or resume rendering.

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The highest feature level supported by this backend.

The highest feature level supported by this backend.

The highest feature level supported by this backend.

The highest feature level supported by this backend.

The highest feature level supported by this backend.

Functions

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actual fun compile(priority: Engine.CompilerPriorityQueue, material: Material, view: View, shadowReceiver: Engine.FeatureState, skinning: Engine.FeatureState, callback: () -> Unit?)

Asynchronously compile a material variant for specific rendering features.

expect fun compile(priority: Engine.CompilerPriorityQueue, material: Material, view: View, shadowReceiver: Engine.FeatureState, skinning: Engine.FeatureState, callback: () -> Unit? = null)

Asynchronously compile a material variant for specific rendering features.

actual fun compile(priority: Engine.CompilerPriorityQueue, material: Material, view: View, shadowReceiver: Engine.FeatureState, skinning: Engine.FeatureState, callback: () -> Unit?)

Asynchronously compile a material variant for specific rendering features.

actual fun compile(priority: Engine.CompilerPriorityQueue, material: Material, view: View, shadowReceiver: Engine.FeatureState, skinning: Engine.FeatureState, callback: () -> Unit?)

Asynchronously compile a material variant for specific rendering features.

actual fun compile(priority: Engine.CompilerPriorityQueue, material: Material, view: View, shadowReceiver: Engine.FeatureState, skinning: Engine.FeatureState, callback: () -> Unit?)

Asynchronously compile a material variant for specific rendering features.

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actual fun createCamera(): Camera

Create a Camera as a standalone component.

actual fun createCamera(entity: Entity): Camera

Create a Camera attached to an entity.

expect fun createCamera(): Camera

Create a Camera as a standalone component.

expect fun createCamera(entity: Entity): Camera

Create a Camera attached to an entity.

actual fun createCamera(): Camera

Create a Camera as a standalone component.

actual fun createCamera(entity: Entity): Camera

Create a Camera attached to an entity.

actual fun createCamera(): Camera

Create a Camera as a standalone component.

actual fun createCamera(entity: Entity): Camera

Create a Camera attached to an entity.

actual fun createCamera(): Camera

Create a Camera as a standalone component.

actual fun createCamera(entity: Entity): Camera

Create a Camera attached to an entity.

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actual fun createFence(): Fence

Create a Fence for GPU synchronization.

expect fun createFence(): Fence

Create a Fence for GPU synchronization.

actual fun createFence(): Fence

Create a Fence for GPU synchronization.

actual fun createFence(): Fence

Create a Fence for GPU synchronization.

actual fun createFence(): Fence

Create a Fence for GPU synchronization.

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actual fun createRenderer(): Renderer

Create a Renderer associated with this Engine.

expect fun createRenderer(): Renderer

Create a Renderer associated with this Engine.

actual fun createRenderer(): Renderer

Create a Renderer associated with this Engine.

actual fun createRenderer(): Renderer

Create a Renderer associated with this Engine.

actual fun createRenderer(): Renderer

Create a Renderer associated with this Engine.

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actual fun createScene(): Scene

Create a Scene for collecting renderable objects.

expect fun createScene(): Scene

Create a Scene for collecting renderable objects.

actual fun createScene(): Scene

Create a Scene for collecting renderable objects.

actual fun createScene(): Scene

Create a Scene for collecting renderable objects.

actual fun createScene(): Scene

Create a Scene for collecting renderable objects.

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Create a SwapChain from a native display surface.

actual fun createSwapChain(surface: NativeSurface, flags: Long): SwapChain

Create a SwapChain from a native display surface with flags.

actual fun createSwapChain(width: Int, height: Int, flags: Long): SwapChain

Create an offscreen SwapChain of specified dimensions.

Create a SwapChain from a native display surface.

expect fun createSwapChain(surface: NativeSurface, flags: Long): SwapChain

Create a SwapChain from a native display surface with flags.

expect fun createSwapChain(width: Int, height: Int, flags: Long): SwapChain

Create an offscreen SwapChain of specified dimensions.

Create a SwapChain from a native display surface.

actual fun createSwapChain(surface: NativeSurface, flags: Long): SwapChain

Create a SwapChain from a native display surface with flags.

actual fun createSwapChain(width: Int, height: Int, flags: Long): SwapChain

Create an offscreen SwapChain of specified dimensions.

Create a SwapChain from a native display surface.

actual fun createSwapChain(surface: NativeSurface, flags: Long): SwapChain

Create a SwapChain from a native display surface with flags.

actual fun createSwapChain(width: Int, height: Int, flags: Long): SwapChain

Create an offscreen SwapChain of specified dimensions.

Create a SwapChain from a native display surface.

actual fun createSwapChain(surface: NativeSurface, flags: Long): SwapChain

Create a SwapChain from a native display surface with flags.

actual fun createSwapChain(width: Int, height: Int, flags: Long): SwapChain

Create an offscreen SwapChain of specified dimensions.

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actual fun createView(): View

Create a View for rendering.

expect fun createView(): View

Create a View for rendering.

actual fun createView(): View

Create a View for rendering.

actual fun createView(): View

Create a View for rendering.

actual fun createView(): View

Create a View for rendering.

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actual fun destroy()

Destroy the Engine and all its resources.

expect fun destroy()

Destroy the Engine and all its resources.

actual fun destroy()

Destroy the Engine and all its resources.

actual fun destroy()

Destroy the Engine and all its resources.

actual fun destroy()

Destroy the Engine and all its resources.

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actual fun destroyCamera(camera: Camera)

Destroy a Camera.

expect fun destroyCamera(camera: Camera)

Destroy a Camera.

actual fun destroyCamera(camera: Camera)

Destroy a Camera.

actual fun destroyCamera(camera: Camera)

Destroy a Camera.

actual fun destroyCamera(camera: Camera)

Destroy a Camera.

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actual fun destroyCameraComponent(entity: Entity)

Destroy the Camera component on an entity.

expect fun destroyCameraComponent(entity: Entity)

Destroy the Camera component on an entity.

actual fun destroyCameraComponent(entity: Entity)

Destroy the Camera component on an entity.

actual fun destroyCameraComponent(entity: Entity)

Destroy the Camera component on an entity.

actual fun destroyCameraComponent(entity: Entity)

Destroy the Camera component on an entity.

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actual fun destroyColorGrading(colorGrading: ColorGrading)

Destroy ColorGrading.

expect fun destroyColorGrading(colorGrading: ColorGrading)

Destroy ColorGrading.

actual fun destroyColorGrading(colorGrading: ColorGrading)

Destroy ColorGrading.

actual fun destroyColorGrading(colorGrading: ColorGrading)

Destroy ColorGrading.

actual fun destroyColorGrading(colorGrading: ColorGrading)

Destroy ColorGrading.

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actual fun destroyEntity(entity: Entity)

Destroy an Entity.

expect fun destroyEntity(entity: Entity)

Destroy an Entity.

actual fun destroyEntity(entity: Entity)

Destroy an Entity.

actual fun destroyEntity(entity: Entity)

Destroy an Entity.

actual fun destroyEntity(entity: Entity)

Destroy an Entity.

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actual fun destroyFence(fence: Fence)

Destroy a Fence.

expect fun destroyFence(fence: Fence)

Destroy a Fence.

actual fun destroyFence(fence: Fence)

Destroy a Fence.

actual fun destroyFence(fence: Fence)

Destroy a Fence.

actual fun destroyFence(fence: Fence)

Destroy a Fence.

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actual fun destroyIndexBuffer(indexBuffer: IndexBuffer)

Destroy an IndexBuffer.

expect fun destroyIndexBuffer(indexBuffer: IndexBuffer)

Destroy an IndexBuffer.

actual fun destroyIndexBuffer(indexBuffer: IndexBuffer)

Destroy an IndexBuffer.

actual fun destroyIndexBuffer(indexBuffer: IndexBuffer)

Destroy an IndexBuffer.

actual fun destroyIndexBuffer(indexBuffer: IndexBuffer)

Destroy an IndexBuffer.

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Destroy an IndirectLight.

Destroy an IndirectLight.

Destroy an IndirectLight.

Destroy an IndirectLight.

Destroy an IndirectLight.

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actual fun destroyMaterial(material: Material)

Destroy a Material.

expect fun destroyMaterial(material: Material)

Destroy a Material.

actual fun destroyMaterial(material: Material)

Destroy a Material.

actual fun destroyMaterial(material: Material)

Destroy a Material.

actual fun destroyMaterial(material: Material)

Destroy a Material.

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actual fun destroyMaterialInstance(materialInstance: MaterialInstance)

Destroy a MaterialInstance.

expect fun destroyMaterialInstance(materialInstance: MaterialInstance)

Destroy a MaterialInstance.

actual fun destroyMaterialInstance(materialInstance: MaterialInstance)

Destroy a MaterialInstance.

actual fun destroyMaterialInstance(materialInstance: MaterialInstance)

Destroy a MaterialInstance.

actual fun destroyMaterialInstance(materialInstance: MaterialInstance)

Destroy a MaterialInstance.

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actual fun destroyMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer)

Destroy a MorphTargetBuffer.

expect fun destroyMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer)

Destroy a MorphTargetBuffer.

actual fun destroyMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer)

Destroy a MorphTargetBuffer.

actual fun destroyMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer)

Destroy a MorphTargetBuffer.

actual fun destroyMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer)

Destroy a MorphTargetBuffer.

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actual fun destroyRenderer(renderer: Renderer)

Destroy a Renderer.

expect fun destroyRenderer(renderer: Renderer)

Destroy a Renderer.

actual fun destroyRenderer(renderer: Renderer)

Destroy a Renderer.

actual fun destroyRenderer(renderer: Renderer)

Destroy a Renderer.

actual fun destroyRenderer(renderer: Renderer)

Destroy a Renderer.

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actual fun destroyRenderTarget(target: RenderTarget)

Destroy a RenderTarget.

expect fun destroyRenderTarget(target: RenderTarget)

Destroy a RenderTarget.

actual fun destroyRenderTarget(target: RenderTarget)

Destroy a RenderTarget.

actual fun destroyRenderTarget(target: RenderTarget)

Destroy a RenderTarget.

actual fun destroyRenderTarget(target: RenderTarget)

Destroy a RenderTarget.

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actual fun destroyScene(scene: Scene)

Destroy a Scene.

expect fun destroyScene(scene: Scene)

Destroy a Scene.

actual fun destroyScene(scene: Scene)

Destroy a Scene.

actual fun destroyScene(scene: Scene)

Destroy a Scene.

actual fun destroyScene(scene: Scene)

Destroy a Scene.

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actual fun destroySkinningBuffer(skinningBuffer: SkinningBuffer)

Destroy a SkinningBuffer.

expect fun destroySkinningBuffer(skinningBuffer: SkinningBuffer)

Destroy a SkinningBuffer.

actual fun destroySkinningBuffer(skinningBuffer: SkinningBuffer)

Destroy a SkinningBuffer.

actual fun destroySkinningBuffer(skinningBuffer: SkinningBuffer)

Destroy a SkinningBuffer.

actual fun destroySkinningBuffer(skinningBuffer: SkinningBuffer)

Destroy a SkinningBuffer.

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actual fun destroySkybox(skybox: Skybox)

Destroy a Skybox.

expect fun destroySkybox(skybox: Skybox)

Destroy a Skybox.

actual fun destroySkybox(skybox: Skybox)

Destroy a Skybox.

actual fun destroySkybox(skybox: Skybox)

Destroy a Skybox.

actual fun destroySkybox(skybox: Skybox)

Destroy a Skybox.

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actual fun destroyStream(stream: Stream)

Destroy a Stream.

expect fun destroyStream(stream: Stream)

Destroy a Stream.

actual fun destroyStream(stream: Stream)

Destroy a Stream.

actual fun destroyStream(stream: Stream)

Destroy a Stream.

actual fun destroyStream(stream: Stream)

Destroy a Stream.

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actual fun destroySwapChain(swapChain: SwapChain)

Destroy a SwapChain.

expect fun destroySwapChain(swapChain: SwapChain)

Destroy a SwapChain.

actual fun destroySwapChain(swapChain: SwapChain)

Destroy a SwapChain.

actual fun destroySwapChain(swapChain: SwapChain)

Destroy a SwapChain.

actual fun destroySwapChain(swapChain: SwapChain)

Destroy a SwapChain.

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actual fun destroyTexture(texture: Texture)

Destroy a Texture.

expect fun destroyTexture(texture: Texture)

Destroy a Texture.

actual fun destroyTexture(texture: Texture)

Destroy a Texture.

actual fun destroyTexture(texture: Texture)

Destroy a Texture.

actual fun destroyTexture(texture: Texture)

Destroy a Texture.

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actual fun destroyVertexBuffer(vertexBuffer: VertexBuffer)

Destroy a VertexBuffer.

expect fun destroyVertexBuffer(vertexBuffer: VertexBuffer)

Destroy a VertexBuffer.

actual fun destroyVertexBuffer(vertexBuffer: VertexBuffer)

Destroy a VertexBuffer.

actual fun destroyVertexBuffer(vertexBuffer: VertexBuffer)

Destroy a VertexBuffer.

actual fun destroyVertexBuffer(vertexBuffer: VertexBuffer)

Destroy a VertexBuffer.

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actual fun destroyView(view: View)

Destroy a View.

expect fun destroyView(view: View)

Destroy a View.

actual fun destroyView(view: View)

Destroy a View.

actual fun destroyView(view: View)

Destroy a View.

actual fun destroyView(view: View)

Destroy a View.

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Enable high-precision world-space translations for better numerical stability with large translations.

Enable high-precision world-space translations for better numerical stability with large translations.

Enable high-precision world-space translations for better numerical stability with large translations.

Enable high-precision world-space translations for better numerical stability with large translations.

Enable high-precision world-space translations for better numerical stability with large translations.

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actual fun flush()

Flush pending GPU commands to the driver (non-blocking).

expect fun flush()

Flush pending GPU commands to the driver (non-blocking).

actual fun flush()

Flush pending GPU commands to the driver (non-blocking).

actual fun flush()

Flush pending GPU commands to the driver (non-blocking).

actual fun flush()

Flush pending GPU commands to the driver (non-blocking).

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actual fun flushAndWait()

Block until all pending GPU work completes (potentially long wait).

actual fun flushAndWait(timeout: Long): Boolean

Block until all pending GPU work completes or timeout expires. @return true if successful.

expect fun flushAndWait()

Block until all pending GPU work completes (potentially long wait).

expect fun flushAndWait(timeout: Long): Boolean

Block until all pending GPU work completes or timeout expires. @return true if successful.

actual fun flushAndWait()

Block until all pending GPU work completes (potentially long wait).

actual fun flushAndWait(timeout: Long): Boolean

Block until all pending GPU work completes or timeout expires. @return true if successful.

actual fun flushAndWait()

Block until all pending GPU work completes (potentially long wait).

actual fun flushAndWait(timeout: Long): Boolean

Block until all pending GPU work completes or timeout expires. @return true if successful.

actual fun flushAndWait()

Block until all pending GPU work completes (potentially long wait).

actual fun flushAndWait(timeout: Long): Boolean

Block until all pending GPU work completes or timeout expires. @return true if successful.

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Get the currently active feature level.

Get the currently active feature level.

Get the currently active feature level.

Get the currently active feature level.

Get the currently active feature level.

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actual fun getCameraComponent(entity: Entity): Camera?

Get the Camera component attached to an entity, or null if not present.

expect fun getCameraComponent(entity: Entity): Camera?

Get the Camera component attached to an entity, or null if not present.

actual fun getCameraComponent(entity: Entity): Camera?

Get the Camera component attached to an entity, or null if not present.

actual fun getCameraComponent(entity: Entity): Camera?

Get the Camera component attached to an entity, or null if not present.

actual fun getCameraComponent(entity: Entity): Camera?

Get the Camera component attached to an entity, or null if not present.

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Get the EntityManager for creating and managing entities.

Get the EntityManager for creating and managing entities.

Get the EntityManager for creating and managing entities.

Get the EntityManager for creating and managing entities.

Get the EntityManager for creating and managing entities.

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actual fun getFeatureFlag(name: String): Boolean

Get a feature flag value. @return true if enabled.

expect fun getFeatureFlag(name: String): Boolean

Get a feature flag value. @return true if enabled.

actual fun getFeatureFlag(name: String): Boolean

Get a feature flag value. @return true if enabled.

actual fun getFeatureFlag(name: String): Boolean

Get a feature flag value. @return true if enabled.

actual fun getFeatureFlag(name: String): Boolean

Get a feature flag value. @return true if enabled.

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Get the LightManager for managing light components.

Get the LightManager for managing light components.

Get the LightManager for managing light components.

Get the LightManager for managing light components.

Get the LightManager for managing light components.

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Get the maximum number of stereoscopic eyes configured for this Engine.

Get the maximum number of stereoscopic eyes configured for this Engine.

Get the maximum number of stereoscopic eyes configured for this Engine.

Get the maximum number of stereoscopic eyes configured for this Engine.

Get the maximum number of stereoscopic eyes configured for this Engine.

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Get the RenderableManager for managing renderable components.

Get the RenderableManager for managing renderable components.

Get the RenderableManager for managing renderable components.

Get the RenderableManager for managing renderable components.

Get the RenderableManager for managing renderable components.

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Get the TransformManager for managing entity transforms.

Get the TransformManager for managing entity transforms.

Get the TransformManager for managing entity transforms.

Get the TransformManager for managing entity transforms.

Get the TransformManager for managing entity transforms.

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actual fun hasFeatureFlag(name: String): Boolean

Check if a feature flag exists.

expect fun hasFeatureFlag(name: String): Boolean

Check if a feature flag exists.

actual fun hasFeatureFlag(name: String): Boolean

Check if a feature flag exists.

actual fun hasFeatureFlag(name: String): Boolean

Check if a feature flag exists.

actual fun hasFeatureFlag(name: String): Boolean

Check if a feature flag exists.

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Check if automatic GPU instancing is enabled.

Check if automatic GPU instancing is enabled.

Check if automatic GPU instancing is enabled.

Check if automatic GPU instancing is enabled.

Check if automatic GPU instancing is enabled.

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actual fun isValid(): Boolean

Check if this Engine is still valid (not destroyed).

expect fun isValid(): Boolean

Check if this Engine is still valid (not destroyed).

actual fun isValid(): Boolean

Check if this Engine is still valid (not destroyed).

actual fun isValid(): Boolean

Check if this Engine is still valid (not destroyed).

actual fun isValid(): Boolean

Check if this Engine is still valid (not destroyed).

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actual fun isValidColorGrading(colorGrading: ColorGrading): Boolean

Validate ColorGrading. @return true if valid.

expect fun isValidColorGrading(colorGrading: ColorGrading): Boolean

Validate ColorGrading. @return true if valid.

actual fun isValidColorGrading(colorGrading: ColorGrading): Boolean

Validate ColorGrading. @return true if valid.

actual fun isValidColorGrading(colorGrading: ColorGrading): Boolean

Validate ColorGrading. @return true if valid.

actual fun isValidColorGrading(colorGrading: ColorGrading): Boolean

Validate ColorGrading. @return true if valid.

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Validate a MaterialInstance (more expensive check). @return true if valid.

Validate a MaterialInstance (more expensive check). @return true if valid.

Validate a MaterialInstance (more expensive check). @return true if valid.

Validate a MaterialInstance (more expensive check). @return true if valid.

Validate a MaterialInstance (more expensive check). @return true if valid.

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actual fun isValidFence(fence: Fence): Boolean

Validate a Fence. @return true if valid.

expect fun isValidFence(fence: Fence): Boolean

Validate a Fence. @return true if valid.

actual fun isValidFence(fence: Fence): Boolean

Validate a Fence. @return true if valid.

actual fun isValidFence(fence: Fence): Boolean

Validate a Fence. @return true if valid.

actual fun isValidFence(fence: Fence): Boolean

Validate a Fence. @return true if valid.

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actual fun isValidIndexBuffer(indexBuffer: IndexBuffer): Boolean

Validate an IndexBuffer. @return true if valid.

expect fun isValidIndexBuffer(indexBuffer: IndexBuffer): Boolean

Validate an IndexBuffer. @return true if valid.

actual fun isValidIndexBuffer(indexBuffer: IndexBuffer): Boolean

Validate an IndexBuffer. @return true if valid.

actual fun isValidIndexBuffer(indexBuffer: IndexBuffer): Boolean

Validate an IndexBuffer. @return true if valid.

actual fun isValidIndexBuffer(indexBuffer: IndexBuffer): Boolean

Validate an IndexBuffer. @return true if valid.

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Validate an IndirectLight. @return true if valid.

Validate an IndirectLight. @return true if valid.

Validate an IndirectLight. @return true if valid.

Validate an IndirectLight. @return true if valid.

Validate an IndirectLight. @return true if valid.

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actual fun isValidMaterial(material: Material): Boolean

Validate a Material. @return true if valid.

expect fun isValidMaterial(material: Material): Boolean

Validate a Material. @return true if valid.

actual fun isValidMaterial(material: Material): Boolean

Validate a Material. @return true if valid.

actual fun isValidMaterial(material: Material): Boolean

Validate a Material. @return true if valid.

actual fun isValidMaterial(material: Material): Boolean

Validate a Material. @return true if valid.

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actual fun isValidMaterialInstance(material: Material, materialInstance: MaterialInstance): Boolean

Validate a MaterialInstance for a given Material. @return true if valid.

expect fun isValidMaterialInstance(material: Material, materialInstance: MaterialInstance): Boolean

Validate a MaterialInstance for a given Material. @return true if valid.

actual fun isValidMaterialInstance(material: Material, materialInstance: MaterialInstance): Boolean

Validate a MaterialInstance for a given Material. @return true if valid.

actual fun isValidMaterialInstance(material: Material, materialInstance: MaterialInstance): Boolean

Validate a MaterialInstance for a given Material. @return true if valid.

actual fun isValidMaterialInstance(material: Material, materialInstance: MaterialInstance): Boolean

Validate a MaterialInstance for a given Material. @return true if valid.

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actual fun isValidMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer): Boolean

Validate a MorphTargetBuffer. @return true if valid.

expect fun isValidMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer): Boolean

Validate a MorphTargetBuffer. @return true if valid.

actual fun isValidMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer): Boolean

Validate a MorphTargetBuffer. @return true if valid.

actual fun isValidMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer): Boolean

Validate a MorphTargetBuffer. @return true if valid.

actual fun isValidMorphTargetBuffer(morphTargetBuffer: MorphTargetBuffer): Boolean

Validate a MorphTargetBuffer. @return true if valid.

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actual fun isValidRenderer(renderer: Renderer): Boolean

Validate a Renderer object created by this Engine.

expect fun isValidRenderer(renderer: Renderer): Boolean

Validate a Renderer object created by this Engine.

actual fun isValidRenderer(renderer: Renderer): Boolean

Validate a Renderer object created by this Engine.

actual fun isValidRenderer(renderer: Renderer): Boolean

Validate a Renderer object created by this Engine.

actual fun isValidRenderer(renderer: Renderer): Boolean

Validate a Renderer object created by this Engine.

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actual fun isValidRenderTarget(renderTarget: RenderTarget): Boolean

Validate a RenderTarget. @return true if valid.

expect fun isValidRenderTarget(renderTarget: RenderTarget): Boolean

Validate a RenderTarget. @return true if valid.

actual fun isValidRenderTarget(renderTarget: RenderTarget): Boolean

Validate a RenderTarget. @return true if valid.

actual fun isValidRenderTarget(renderTarget: RenderTarget): Boolean

Validate a RenderTarget. @return true if valid.

actual fun isValidRenderTarget(renderTarget: RenderTarget): Boolean

Validate a RenderTarget. @return true if valid.

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actual fun isValidScene(scene: Scene): Boolean

Validate a Scene. @return true if valid.

expect fun isValidScene(scene: Scene): Boolean

Validate a Scene. @return true if valid.

actual fun isValidScene(scene: Scene): Boolean

Validate a Scene. @return true if valid.

actual fun isValidScene(scene: Scene): Boolean

Validate a Scene. @return true if valid.

actual fun isValidScene(scene: Scene): Boolean

Validate a Scene. @return true if valid.

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actual fun isValidSkinningBuffer(skinningBuffer: SkinningBuffer): Boolean

Validate a SkinningBuffer. @return true if valid.

expect fun isValidSkinningBuffer(skinningBuffer: SkinningBuffer): Boolean

Validate a SkinningBuffer. @return true if valid.

actual fun isValidSkinningBuffer(skinningBuffer: SkinningBuffer): Boolean

Validate a SkinningBuffer. @return true if valid.

actual fun isValidSkinningBuffer(skinningBuffer: SkinningBuffer): Boolean

Validate a SkinningBuffer. @return true if valid.

actual fun isValidSkinningBuffer(skinningBuffer: SkinningBuffer): Boolean

Validate a SkinningBuffer. @return true if valid.

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actual fun isValidSkybox(skybox: Skybox): Boolean

Validate a Skybox. @return true if valid.

expect fun isValidSkybox(skybox: Skybox): Boolean

Validate a Skybox. @return true if valid.

actual fun isValidSkybox(skybox: Skybox): Boolean

Validate a Skybox. @return true if valid.

actual fun isValidSkybox(skybox: Skybox): Boolean

Validate a Skybox. @return true if valid.

actual fun isValidSkybox(skybox: Skybox): Boolean

Validate a Skybox. @return true if valid.

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actual fun isValidStream(stream: Stream): Boolean

Validate a Stream. @return true if valid.

expect fun isValidStream(stream: Stream): Boolean

Validate a Stream. @return true if valid.

actual fun isValidStream(stream: Stream): Boolean

Validate a Stream. @return true if valid.

actual fun isValidStream(stream: Stream): Boolean

Validate a Stream. @return true if valid.

actual fun isValidStream(stream: Stream): Boolean

Validate a Stream. @return true if valid.

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actual fun isValidSwapChain(swapChain: SwapChain): Boolean

Validate a SwapChain. @return true if valid.

expect fun isValidSwapChain(swapChain: SwapChain): Boolean

Validate a SwapChain. @return true if valid.

actual fun isValidSwapChain(swapChain: SwapChain): Boolean

Validate a SwapChain. @return true if valid.

actual fun isValidSwapChain(swapChain: SwapChain): Boolean

Validate a SwapChain. @return true if valid.

actual fun isValidSwapChain(swapChain: SwapChain): Boolean

Validate a SwapChain. @return true if valid.

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actual fun isValidTexture(texture: Texture): Boolean

Validate a Texture. @return true if valid.

expect fun isValidTexture(texture: Texture): Boolean

Validate a Texture. @return true if valid.

actual fun isValidTexture(texture: Texture): Boolean

Validate a Texture. @return true if valid.

actual fun isValidTexture(texture: Texture): Boolean

Validate a Texture. @return true if valid.

actual fun isValidTexture(texture: Texture): Boolean

Validate a Texture. @return true if valid.

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actual fun isValidVertexBuffer(vertexBuffer: VertexBuffer): Boolean

Validate a VertexBuffer. @return true if valid.

expect fun isValidVertexBuffer(vertexBuffer: VertexBuffer): Boolean

Validate a VertexBuffer. @return true if valid.

actual fun isValidVertexBuffer(vertexBuffer: VertexBuffer): Boolean

Validate a VertexBuffer. @return true if valid.

actual fun isValidVertexBuffer(vertexBuffer: VertexBuffer): Boolean

Validate a VertexBuffer. @return true if valid.

actual fun isValidVertexBuffer(vertexBuffer: VertexBuffer): Boolean

Validate a VertexBuffer. @return true if valid.

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actual fun isValidView(view: View): Boolean

Validate a View. @return true if valid.

expect fun isValidView(view: View): Boolean

Validate a View. @return true if valid.

actual fun isValidView(view: View): Boolean

Validate a View. @return true if valid.

actual fun isValidView(view: View): Boolean

Validate a View. @return true if valid.

actual fun isValidView(view: View): Boolean

Validate a View. @return true if valid.

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Set the active feature level.

Set the active feature level.

Set the active feature level.

Set the active feature level.

Set the active feature level.

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Enable or disable automatic GPU instancing of identical drawables.

Enable or disable automatic GPU instancing of identical drawables.

Enable or disable automatic GPU instancing of identical drawables.

Enable or disable automatic GPU instancing of identical drawables.

Enable or disable automatic GPU instancing of identical drawables.

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actual fun setFeatureFlag(name: String, value: Boolean): Boolean

Set a feature flag value. @return true if successful.

expect fun setFeatureFlag(name: String, value: Boolean): Boolean

Set a feature flag value. @return true if successful.

actual fun setFeatureFlag(name: String, value: Boolean): Boolean

Set a feature flag value. @return true if successful.

actual fun setFeatureFlag(name: String, value: Boolean): Boolean

Set a feature flag value. @return true if successful.

actual fun setFeatureFlag(name: String, value: Boolean): Boolean

Set a feature flag value. @return true if successful.

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actual fun unprotected()

Deprecated no-op method.

expect fun unprotected()

Deprecated no-op method.

actual fun unprotected()

Deprecated no-op method.

actual fun unprotected()

Deprecated no-op method.

actual fun unprotected()

Deprecated no-op method.