Builder
Constructors
Functions
Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.
Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.
Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.
Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.
Sets the drawing order for blended primitives. The drawing order is either global or local (default) to this Renderable. In either case, the Renderable priority takes precedence.
The axis-aligned bounding box of the renderable.
The axis-aligned bounding box of the renderable.
The axis-aligned bounding box of the renderable.
The axis-aligned bounding box of the renderable.
The axis-aligned bounding box of the renderable.
Controls if this renderable casts shadows, false by default.
Controls if this renderable casts shadows, false by default.
Controls if this renderable casts shadows, false by default.
Controls if this renderable casts shadows, false by default.
Controls if this renderable casts shadows, false by default.
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.
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.
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.
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.
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.
Controls frustum culling, true by default.
Controls frustum culling, true by default.
Controls frustum culling, true by default.
Controls frustum culling, true by default.
Controls frustum culling, true by default.
Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.
Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.
Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.
Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.
Allows bones to be swapped out and shared using SkinningBuffer. This method must be called before skinning() for buffer-mode skinning.
Controls if this renderable is affected by the large-scale fog.
Controls if this renderable is affected by the large-scale fog.
Controls if this renderable is affected by the large-scale fog.
Controls if this renderable is affected by the large-scale fog.
Controls if this renderable is affected by the large-scale fog.
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Specifies the geometry data for a primitive.
Specifies the geometry data for a primitive (non-indexed version).
Specifies the geometry data for a primitive with offset and count.
Specifies the geometry data for a primitive with explicit min/max indices.
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Specifies the geometry data for a primitive.
Specifies the geometry data for a primitive (non-indexed version).
Specifies the geometry data for a primitive with offset and count.
Specifies the geometry data for a primitive with explicit min/max indices.
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Specifies the geometry data for a primitive.
Specifies the geometry data for a primitive (non-indexed version).
Specifies the geometry data for a primitive with offset and count.
Specifies the geometry data for a primitive with explicit min/max indices.
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Specifies the geometry data for a primitive.
Specifies the geometry data for a primitive (non-indexed version).
Specifies the geometry data for a primitive with offset and count.
Specifies the geometry data for a primitive with explicit min/max indices.
Specifies the geometry data for a primitive using all vertices (non-indexed version).
Specifies the geometry data for a primitive.
Specifies the geometry data for a primitive (non-indexed version).
Specifies the geometry data for a primitive with offset and count.
Specifies the geometry data for a primitive with explicit min/max indices.
Specify the type of geometry for this renderable.
Specify the type of geometry for this renderable.
Specify the type of geometry for this renderable.
Specify the type of geometry for this renderable.
Specify the type of geometry for this renderable.
Sets whether the blend order is global or local to this Renderable (by default).
Sets whether the blend order is global or local to this Renderable (by default).
Sets whether the blend order is global or local to this Renderable (by default).
Sets whether the blend order is global or local to this Renderable (by default).
Sets whether the blend order is global or local to this Renderable (by default).
Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.
Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.
Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.
Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.
Specifies the number of draw instances of this renderable. The default is 1 instance and the maximum number of instances allowed is 32767. 0 is invalid.
Sets bits in a visibility mask. By default, this is 0x1.
Sets bits in a visibility mask. By default, this is 0x1.
Sets bits in a visibility mask. By default, this is 0x1.
Sets bits in a visibility mask. By default, this is 0x1.
Sets bits in a visibility mask. By default, this is 0x1.
Enables or disables a light channel. Light channel 0 is enabled by default.
Enables or disables a light channel. Light channel 0 is enabled by default.
Enables or disables a light channel. Light channel 0 is enabled by default.
Enables or disables a light channel. Light channel 0 is enabled by default.
Enables or disables a light channel. Light channel 0 is enabled by default.
Binds a material instance to the specified primitive.
Binds a material instance to the specified primitive.
Binds a material instance to the specified primitive.
Binds a material instance to the specified primitive.
Binds a material instance to the specified primitive.
Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has vertex morphing targets, zero by default. This is required to enable GPU morphing.
Controls if the renderable has legacy vertex morphing targets, zero by default. This is required to enable GPU morphing.
Provides coarse-grained control over draw order.
Provides coarse-grained control over draw order.
Provides coarse-grained control over draw order.
Provides coarse-grained control over draw order.
Provides coarse-grained control over draw order.
Controls if this renderable receives shadows, true by default.
Controls if this renderable receives shadows, true by default.
Controls if this renderable receives shadows, true by default.
Controls if this renderable receives shadows, true by default.
Controls if this renderable receives shadows, true by default.
Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).
Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).
Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).
Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).
Controls if this renderable uses screen-space contact shadows. This is more expensive but can improve the quality of shadows, especially in large scenes. (off by default).
Enables GPU vertex skinning for up to 255 bones, 0 by default.
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
Allows bones to be swapped out and shared using SkinningBuffer.
Enables GPU vertex skinning for up to 255 bones, 0 by default.
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
Allows bones to be swapped out and shared using SkinningBuffer.
Enables GPU vertex skinning for up to 255 bones, 0 by default.
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
Allows bones to be swapped out and shared using SkinningBuffer.
Enables GPU vertex skinning for up to 255 bones, 0 by default.
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
Allows bones to be swapped out and shared using SkinningBuffer.
Enables GPU vertex skinning for up to 255 bones, 0 by default.
Enables GPU vertex skinning for up to 255 bones with initial bone transforms, 0 by default.
Allows bones to be swapped out and shared using SkinningBuffer.