channel

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

Channels 0 and 1 may not have render primitives using a material with refractionType set to screenspace.

Return

Builder reference for chaining calls.

Parameters

channel

clamped to the range 0..7, defaults to 2.

expect fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

Channels 0 and 1 may not have render primitives using a material with refractionType set to screenspace.

Return

Builder reference for chaining calls.

Parameters

channel

clamped to the range 0..7, defaults to 2.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

Channels 0 and 1 may not have render primitives using a material with refractionType set to screenspace.

Return

Builder reference for chaining calls.

Parameters

channel

clamped to the range 0..7, defaults to 2.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

Channels 0 and 1 may not have render primitives using a material with refractionType set to screenspace.

Return

Builder reference for chaining calls.

Parameters

channel

clamped to the range 0..7, defaults to 2.

actual fun channel(channel: Int): RenderableManager.Builder

Set the channel this renderable is associated to. There can be 8 channels. All renderables in a given channel are rendered together, regardless of anything else. They are sorted as usual within a channel. Channels work similarly to priorities, except that they enforce the strongest ordering.

Channels 0 and 1 may not have render primitives using a material with refractionType set to screenspace.

Return

Builder reference for chaining calls.

Parameters

channel

clamped to the range 0..7, defaults to 2.