View

actual class View

A View encompasses all the state needed for rendering a Scene.

Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.

View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).

See also

, Camera, RenderTarget

expect class View

A View encompasses all the state needed for rendering a Scene.

Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.

View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).

See also

, Camera, RenderTarget

actual class View

A View encompasses all the state needed for rendering a Scene.

Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.

View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).

See also

, Camera, RenderTarget

actual class View

A View encompasses all the state needed for rendering a Scene.

Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.

View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).

See also

, Camera, RenderTarget

actual class View(jsView: View)

A View encompasses all the state needed for rendering a Scene.

Renderer.render() operates on View objects. These View objects specify important parameters such as the Scene, Camera, Viewport, and various rendering parameters.

View instances are heavy objects that internally cache a lot of data needed for rendering. It is not advised for an application to use many View objects. For example, in a game, a View could be used for the main scene and another one for the game's user interface. More View instances could be used for creating special effects (a View is akin to a rendering pass).

See also

, Camera, RenderTarget

Constructors

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constructor(jsView: View)

Types

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Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).

Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).

Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).

Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).

Options for screen space Ambient Occlusion (SSAO) and Screen Space Cone Tracing (SSCT).

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Anti-aliasing technique.

Anti-aliasing technique.

Anti-aliasing technique.

Anti-aliasing technique.

Anti-aliasing technique.

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actual enum BlendMode : Enum<View.BlendMode>

Blending mode for the view.

expect enum BlendMode : Enum<View.BlendMode>

Blending mode for the view.

actual enum BlendMode : Enum<View.BlendMode>

Blending mode for the view.

actual enum BlendMode : Enum<View.BlendMode>

Blending mode for the view.

actual enum BlendMode : Enum<View.BlendMode>

Blending mode for the view.

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actual class BloomOptions

Options to control the bloom post-processing effect.

expect class BloomOptions

Options to control the bloom post-processing effect.

actual class BloomOptions

Options to control the bloom post-processing effect.

actual class BloomOptions

Options to control the bloom post-processing effect.

actual class BloomOptions

Options to control the bloom post-processing effect.

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actual class DepthOfFieldOptions

Options to control Depth of Field (DoF) effect in the scene.

expect class DepthOfFieldOptions

Options to control Depth of Field (DoF) effect in the scene.

actual class DepthOfFieldOptions

Options to control Depth of Field (DoF) effect in the scene.

actual class DepthOfFieldOptions

Options to control Depth of Field (DoF) effect in the scene.

actual class DepthOfFieldOptions

Options to control Depth of Field (DoF) effect in the scene.

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actual enum Dithering : Enum<View.Dithering>

Dithering mode for temporal coherence in rendering.

expect enum Dithering : Enum<View.Dithering>

Dithering mode for temporal coherence in rendering.

actual enum Dithering : Enum<View.Dithering>

Dithering mode for temporal coherence in rendering.

actual enum Dithering : Enum<View.Dithering>

Dithering mode for temporal coherence in rendering.

actual enum Dithering : Enum<View.Dithering>

Dithering mode for temporal coherence in rendering.

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Dynamic resolution options control rendering resolution scaling to meet target frame rates.

Dynamic resolution options control rendering resolution scaling to meet target frame rates.

Dynamic resolution options control rendering resolution scaling to meet target frame rates.

Dynamic resolution options control rendering resolution scaling to meet target frame rates.

Dynamic resolution options control rendering resolution scaling to meet target frame rates.

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actual class FogOptions

Options to control large-scale fog in the scene.

expect class FogOptions

Options to control large-scale fog in the scene.

actual class FogOptions

Options to control large-scale fog in the scene.

actual class FogOptions

Options to control large-scale fog in the scene.

actual class FogOptions

Options to control large-scale fog in the scene.

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actual class GuardBandOptions

Options for the screen-space guard band.

expect class GuardBandOptions

Options for the screen-space guard band.

actual class GuardBandOptions

Options for the screen-space guard band.

actual class GuardBandOptions

Options for the screen-space guard band.

actual class GuardBandOptions

Options for the screen-space guard band.

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Options for Multi-Sample Anti-aliasing (MSAA).

Options for Multi-Sample Anti-aliasing (MSAA).

Options for Multi-Sample Anti-aliasing (MSAA).

Options for Multi-Sample Anti-aliasing (MSAA).

Options for Multi-Sample Anti-aliasing (MSAA).

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actual class PickingQueryResult(val renderable: Int, val depth: Float, val fragCoords: FloatArray)

Result of a picking (color-picking) query.

expect class PickingQueryResult(renderable: Int, depth: Float, fragCoords: FloatArray)

Result of a picking (color-picking) query.

actual class PickingQueryResult(val renderable: Int, val depth: Float, val fragCoords: FloatArray)

Result of a picking (color-picking) query.

actual class PickingQueryResult(val renderable: Int, val depth: Float, val fragCoords: FloatArray)

Result of a picking (color-picking) query.

actual class PickingQueryResult(val renderable: Int, val depth: Float, val fragCoords: FloatArray)

Result of a picking (color-picking) query.

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actual enum Quality : Enum<View.Quality>

Generic quality level for various rendering options.

expect enum Quality : Enum<View.Quality>

Generic quality level for various rendering options.

actual enum Quality : Enum<View.Quality>

Generic quality level for various rendering options.

actual enum Quality : Enum<View.Quality>

Generic quality level for various rendering options.

actual enum Quality : Enum<View.Quality>

Generic quality level for various rendering options.

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actual class RenderQuality

Options to control color buffer precision and quality settings.

expect class RenderQuality

Options to control color buffer precision and quality settings.

actual class RenderQuality

Options to control color buffer precision and quality settings.

actual class RenderQuality

Options to control color buffer precision and quality settings.

actual class RenderQuality

Options to control color buffer precision and quality settings.

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Options for Screen-space Reflections (SSR).

Options for Screen-space Reflections (SSR).

Options for Screen-space Reflections (SSR).

Options for Screen-space Reflections (SSR).

Options for Screen-space Reflections (SSR).

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Shadow rendering technique.

Shadow rendering technique.

Shadow rendering technique.

Shadow rendering technique.

Shadow rendering technique.

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actual class SoftShadowOptions

View-level options for DPCF and PCSS (soft) shadowing.

expect class SoftShadowOptions

View-level options for DPCF and PCSS (soft) shadowing.

actual class SoftShadowOptions

View-level options for DPCF and PCSS (soft) shadowing.

actual class SoftShadowOptions

View-level options for DPCF and PCSS (soft) shadowing.

actual class SoftShadowOptions

View-level options for DPCF and PCSS (soft) shadowing.

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actual class StereoscopicOptions

Options for stereoscopic (multi-eye) rendering.

expect class StereoscopicOptions

Options for stereoscopic (multi-eye) rendering.

actual class StereoscopicOptions

Options for stereoscopic (multi-eye) rendering.

actual class StereoscopicOptions

Options for stereoscopic (multi-eye) rendering.

actual class StereoscopicOptions

Options for stereoscopic (multi-eye) rendering.

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Options for Temporal Anti-aliasing (TAA).

Options for Temporal Anti-aliasing (TAA).

Options for Temporal Anti-aliasing (TAA).

Options for Temporal Anti-aliasing (TAA).

Options for Temporal Anti-aliasing (TAA).

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actual class VignetteOptions

Options to control the vignetting effect (darkening at screen edges).

expect class VignetteOptions

Options to control the vignetting effect (darkening at screen edges).

actual class VignetteOptions

Options to control the vignetting effect (darkening at screen edges).

actual class VignetteOptions

Options to control the vignetting effect (darkening at screen edges).

actual class VignetteOptions

Options to control the vignetting effect (darkening at screen edges).

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actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

expect class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

actual class VsmShadowOptions

View-level options for VSM (Variance Shadow Maps) shadowing.

Properties

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Screen-space ambient occlusion (SSAO) configuration.

Screen-space ambient occlusion (SSAO) configuration.

Screen-space ambient occlusion (SSAO) configuration.

Screen-space ambient occlusion (SSAO) configuration.

Screen-space ambient occlusion (SSAO) configuration.

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Post-process anti-aliasing operator (AntiAliasing.FXAA by default).

Post-process anti-aliasing operator (AntiAliasing.FXAA by default).

Post-process anti-aliasing operator (AntiAliasing.FXAA by default).

Post-process anti-aliasing operator (AntiAliasing.FXAA by default).

Post-process anti-aliasing operator (AntiAliasing.FXAA by default).

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How this View's result blends over the render target's existing content.

How this View's result blends over the render target's existing content.

How this View's result blends over the render target's existing content.

How this View's result blends over the render target's existing content.

How this View's result blends over the render target's existing content.

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Bloom post-processing configuration (requires post-processing enabled).

Bloom post-processing configuration (requires post-processing enabled).

Bloom post-processing configuration (requires post-processing enabled).

Bloom post-processing configuration (requires post-processing enabled).

Bloom post-processing configuration (requires post-processing enabled).

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actual var camera: Camera?

The Camera this View is rendered from. A Camera can be associated to several Views.

expect var camera: Camera?

The Camera this View is rendered from. A Camera can be associated to several Views.

actual var camera: Camera?

The Camera this View is rendered from. A Camera can be associated to several Views.

actual var camera: Camera?

The Camera this View is rendered from. A Camera can be associated to several Views.

actual var camera: Camera?

The Camera this View is rendered from. A Camera can be associated to several Views.

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Color grading to apply, or null for the default. The View does not own it.

Color grading to apply, or null for the default. The View does not own it.

Color grading to apply, or null for the default. The View does not own it.

Color grading to apply, or null for the default. The View does not own it.

Color grading to apply, or null for the default. The View does not own it.

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Depth-of-field post-processing configuration (needs a focused camera).

Depth-of-field post-processing configuration (needs a focused camera).

Depth-of-field post-processing configuration (needs a focused camera).

Depth-of-field post-processing configuration (needs a focused camera).

Depth-of-field post-processing configuration (needs a focused camera).

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Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.

Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.

Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.

Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.

Dithering applied to the final render to hide banding. Default: Dithering.TEMPORAL.

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Dynamic-resolution (render scaling) configuration for this View.

Dynamic-resolution (render scaling) configuration for this View.

Dynamic-resolution (render scaling) configuration for this View.

Dynamic-resolution (render scaling) configuration for this View.

Dynamic-resolution (render scaling) configuration for this View.

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The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.

The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.

The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.

The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.

The effective grid size used for world-origin snapping: gridSize when positive, otherwise the automatically calculated size.

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actual val fogEntity: Int

Entity representing the large-scale fog object; can be transformed via TransformManager.

expect val fogEntity: Int

Entity representing the large-scale fog object; can be transformed via TransformManager.

actual val fogEntity: Int

Entity representing the large-scale fog object; can be transformed via TransformManager.

actual val fogEntity: Int

Entity representing the large-scale fog object; can be transformed via TransformManager.

actual val fogEntity: Int

Entity representing the large-scale fog object; can be transformed via TransformManager.

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Large-scale atmospheric fog configuration.

Large-scale atmospheric fog configuration.

Large-scale atmospheric fog configuration.

Large-scale atmospheric fog configuration.

Large-scale atmospheric fog configuration.

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actual var gridSize: Double

Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).

expect var gridSize: Double

Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).

actual var gridSize: Double

Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).

actual var gridSize: Double

Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).

actual var gridSize: Double

Grid size in world units used for grid-based world-origin snapping. 0 or negative means the size is calculated automatically from the camera frustum. Default: 0 (automatic).

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Guard-band configuration, letting some effects sample outside the viewport.

Guard-band configuration, letting some effects sample outside the viewport.

Guard-band configuration, letting some effects sample outside the viewport.

Guard-band configuration, letting some effects sample outside the viewport.

Guard-band configuration, letting some effects sample outside the viewport.

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actual val hasCamera: Boolean

Whether a Camera is currently associated with this View.

expect val hasCamera: Boolean

Whether a Camera is currently associated with this View.

actual val hasCamera: Boolean

Whether a Camera is currently associated with this View.

actual val hasCamera: Boolean

Whether a Camera is currently associated with this View.

actual val hasCamera: Boolean

Whether a Camera is currently associated with this View.

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Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.

Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.

Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.

Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.

Inverts the winding order considered front-facing (counter-clockwise by default). Useful for mirror-like reflections rendered with a flipped camera.

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@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "setter is a silent no-op — setFrustumCullingEnabled is not bound in filament.js; the getter reflects the locally tracked value.")
actual var isFrustumCullingEnabled: Boolean

Culls renderables outside the camera frustum. Default: true (disable only for debugging).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "setter is a silent no-op — setFrustumCullingEnabled is not bound in filament.js; the getter reflects the locally tracked value.")
expect var isFrustumCullingEnabled: Boolean

Culls renderables outside the camera frustum. Default: true (disable only for debugging).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "setter is a silent no-op — setFrustumCullingEnabled is not bound in filament.js; the getter reflects the locally tracked value.")
actual var isFrustumCullingEnabled: Boolean

Culls renderables outside the camera frustum. Default: true (disable only for debugging).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "setter is a silent no-op — setFrustumCullingEnabled is not bound in filament.js; the getter reflects the locally tracked value.")
actual var isFrustumCullingEnabled: Boolean

Culls renderables outside the camera frustum. Default: true (disable only for debugging).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "setter is a silent no-op — setFrustumCullingEnabled is not bound in filament.js; the getter reflects the locally tracked value.")
actual var isFrustumCullingEnabled: Boolean

Culls renderables outside the camera frustum. Default: true (disable only for debugging).

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Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.

Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.

Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.

Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.

Enables or disables the post-processing stage (tone mapping, bloom, color grading, FXAA, dynamic scaling, …). Disabling it also disables features that depend on it. Default: enabled.

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Enables screen-space refraction for refractive materials. Default: true.

Enables screen-space refraction for refractive materials. Default: true.

Enables screen-space refraction for refractive materials. Default: true.

Enables screen-space refraction for refractive materials. Default: true.

Enables screen-space refraction for refractive materials. Default: true.

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Master switch for shadow mapping in this View. Default: true.

Master switch for shadow mapping in this View. Default: true.

Master switch for shadow mapping in this View. Default: true.

Master switch for shadow mapping in this View. Default: true.

Master switch for shadow mapping in this View. Default: true.

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Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.

Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.

Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.

Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.

Allocates a stencil buffer for this View (required for stencil-based effects). Default: false.

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Includes transparent renderables in pick results. Default: true.

Includes transparent renderables in pick results. Default: true.

Includes transparent renderables in pick results. Default: true.

Includes transparent renderables in pick results. Default: true.

Includes transparent renderables in pick results. Default: true.

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Hardware MSAA configuration (independent of antiAliasing/TAA).

Hardware MSAA configuration (independent of antiAliasing/TAA).

Hardware MSAA configuration (independent of antiAliasing/TAA).

Hardware MSAA configuration (independent of antiAliasing/TAA).

Hardware MSAA configuration (independent of antiAliasing/TAA).

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actual var name: String?

Debug name of this View, shown in diagnostic tools.

expect var name: String?

Debug name of this View, shown in diagnostic tools.

actual var name: String?

Debug name of this View, shown in diagnostic tools.

actual var name: String?

Debug name of this View, shown in diagnostic tools.

actual var name: String?

Debug name of this View, shown in diagnostic tools.

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Global quality/performance trade-offs (e.g. color-buffer precision) for this View.

Global quality/performance trade-offs (e.g. color-buffer precision) for this View.

Global quality/performance trade-offs (e.g. color-buffer precision) for this View.

Global quality/performance trade-offs (e.g. color-buffer precision) for this View.

Global quality/performance trade-offs (e.g. color-buffer precision) for this View.

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Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.

Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.

Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.

Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.

Off-screen RenderTarget to render into, or null to render into the SwapChain. The render target is not owned by the View.

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actual var scene: Scene?

The Scene associated with this View. A Scene can be associated to several Views.

expect var scene: Scene?

The Scene associated with this View. A Scene can be associated to several Views.

actual var scene: Scene?

The Scene associated with this View. A Scene can be associated to several Views.

actual var scene: Scene?

The Scene associated with this View. A Scene can be associated to several Views.

actual var scene: Scene?

The Scene associated with this View. A Scene can be associated to several Views.

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Screen-space reflections configuration.

Screen-space reflections configuration.

Screen-space reflections configuration.

Screen-space reflections configuration.

Screen-space reflections configuration.

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@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "silent no-op unless the filament.js build binds setShadowType (stock upstream prebuilts do not) — web stays on PCF shadows.")
actual var shadowType: View.ShadowType

Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "silent no-op unless the filament.js build binds setShadowType (stock upstream prebuilts do not) — web stays on PCF shadows.")
expect var shadowType: View.ShadowType

Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "silent no-op unless the filament.js build binds setShadowType (stock upstream prebuilts do not) — web stays on PCF shadows.")
actual var shadowType: View.ShadowType

Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "silent no-op unless the filament.js build binds setShadowType (stock upstream prebuilts do not) — web stays on PCF shadows.")
actual var shadowType: View.ShadowType

Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).

@PlatformGap(platforms = [FilamentPlatform.WEB], behavior = "silent no-op unless the filament.js build binds setShadowType (stock upstream prebuilts do not) — web stays on PCF shadows.")
actual var shadowType: View.ShadowType

Shadow mapping technique for the whole View (ShadowType.PCF, VSM, DPCF, PCSS).

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Soft shadow options; only applies when shadowType is DPCF or PCSS.

Soft shadow options; only applies when shadowType is DPCF or PCSS.

Soft shadow options; only applies when shadowType is DPCF or PCSS.

Soft shadow options; only applies when shadowType is DPCF or PCSS.

Soft shadow options; only applies when shadowType is DPCF or PCSS.

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Stereoscopic (VR) rendering configuration; must be set before the first frame.

Stereoscopic (VR) rendering configuration; must be set before the first frame.

Stereoscopic (VR) rendering configuration; must be set before the first frame.

Stereoscopic (VR) rendering configuration; must be set before the first frame.

Stereoscopic (VR) rendering configuration; must be set before the first frame.

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Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.

Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.

Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.

Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.

Temporal anti-aliasing (TAA) configuration; effective when antiAliasing permits it.

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actual var viewport: Viewport

The rectangular region of the render target this View renders into.

expect var viewport: Viewport

The rectangular region of the render target this View renders into.

actual var viewport: Viewport

The rectangular region of the render target this View renders into.

actual var viewport: Viewport

The rectangular region of the render target this View renders into.

actual var viewport: Viewport

The rectangular region of the render target this View renders into.

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Vignette post-processing configuration.

Vignette post-processing configuration.

Vignette post-processing configuration.

Vignette post-processing configuration.

Vignette post-processing configuration.

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Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.

Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.

Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.

Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.

Variance shadow mapping options; only applies when shadowType is ShadowType.VSM.

Functions

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actual fun clearFrameHistory(engine: Engine)

Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.

expect fun clearFrameHistory(engine: Engine)

Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.

actual fun clearFrameHistory(engine: Engine)

Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.

actual fun clearFrameHistory(engine: Engine)

Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.

actual fun clearFrameHistory(engine: Engine)

Discards accumulated frame history (TAA, SSR). Call after a camera cut to avoid ghosting.

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Returns the [x, y] scale factors dynamic resolution used on the last frame.

Returns the [x, y] scale factors dynamic resolution used on the last frame.

Returns the [x, y] scale factors dynamic resolution used on the last frame.

Returns the [x, y] scale factors dynamic resolution used on the last frame.

Returns the [x, y] scale factors dynamic resolution used on the last frame.

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actual fun getMaterialGlobal(index: Int): FloatArray

Returns the float4 material-global value at index (0–3).

expect fun getMaterialGlobal(index: Int): FloatArray

Returns the float4 material-global value at index (0–3).

actual fun getMaterialGlobal(index: Int): FloatArray

Returns the float4 material-global value at index (0–3).

actual fun getMaterialGlobal(index: Int): FloatArray

Returns the float4 material-global value at index (0–3).

actual fun getMaterialGlobal(index: Int): FloatArray

Returns the float4 material-global value at index (0–3).

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actual fun getVisibleLayers(): Int

Returns the current visible-layer bitmask.

expect fun getVisibleLayers(): Int

Returns the current visible-layer bitmask.

actual fun getVisibleLayers(): Int

Returns the current visible-layer bitmask.

actual fun getVisibleLayers(): Int

Returns the current visible-layer bitmask.

actual fun getVisibleLayers(): Int

Returns the current visible-layer bitmask.

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Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.

Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.

Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.

Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.

Returns the most recent number of visible renderables for the current Scene, as calculated the last time Renderer.render() was called with this View and Scene.

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actual fun pick(x: Int, y: Int, callback: (View.PickingQueryResult) -> Unit)

Asynchronously picks the renderable at viewport coordinates (x, y) — origin bottom-left — and invokes callback with the result a few frames later. Requires the picking feature (enabled by default) and a rendered frame.

expect fun pick(x: Int, y: Int, callback: (View.PickingQueryResult) -> Unit)

Asynchronously picks the renderable at viewport coordinates (x, y) — origin bottom-left — and invokes callback with the result a few frames later. Requires the picking feature (enabled by default) and a rendered frame.

actual fun pick(x: Int, y: Int, callback: (View.PickingQueryResult) -> Unit)

Asynchronously picks the renderable at viewport coordinates (x, y) — origin bottom-left — and invokes callback with the result a few frames later. Requires the picking feature (enabled by default) and a rendered frame.

actual fun pick(x: Int, y: Int, callback: (View.PickingQueryResult) -> Unit)

Asynchronously picks the renderable at viewport coordinates (x, y) — origin bottom-left — and invokes callback with the result a few frames later. Requires the picking feature (enabled by default) and a rendered frame.

actual fun pick(x: Int, y: Int, callback: (View.PickingQueryResult) -> Unit)

Asynchronously picks the renderable at viewport coordinates (x, y) — origin bottom-left — and invokes callback with the result a few frames later. Requires the picking feature (enabled by default) and a rendered frame.

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actual fun setDynamicLightingOptions(zNear: Float, zFar: Float)

Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.

expect fun setDynamicLightingOptions(zNear: Float, zFar: Float)

Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.

actual fun setDynamicLightingOptions(zNear: Float, zFar: Float)

Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.

actual fun setDynamicLightingOptions(zNear: Float, zFar: Float)

Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.

actual fun setDynamicLightingOptions(zNear: Float, zFar: Float)

Sets the near/far planes (in world units, > 0) used to compute the froxel grid for dynamic lighting. Only lights within this range are lit. Defaults: 5 / 100.

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actual fun setLayerEnabled(layer: Int, enabled: Boolean)

Convenience over setVisibleLayers toggling a single layer (0–7).

expect fun setLayerEnabled(layer: Int, enabled: Boolean)

Convenience over setVisibleLayers toggling a single layer (0–7).

actual fun setLayerEnabled(layer: Int, enabled: Boolean)

Convenience over setVisibleLayers toggling a single layer (0–7).

actual fun setLayerEnabled(layer: Int, enabled: Boolean)

Convenience over setVisibleLayers toggling a single layer (0–7).

actual fun setLayerEnabled(layer: Int, enabled: Boolean)

Convenience over setVisibleLayers toggling a single layer (0–7).

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actual fun setMaterialGlobal(index: Int, value: FloatArray)

Sets the float4 material-global value at index (0–3), readable from all materials.

expect fun setMaterialGlobal(index: Int, value: FloatArray)

Sets the float4 material-global value at index (0–3), readable from all materials.

actual fun setMaterialGlobal(index: Int, value: FloatArray)

Sets the float4 material-global value at index (0–3), readable from all materials.

actual fun setMaterialGlobal(index: Int, value: FloatArray)

Sets the float4 material-global value at index (0–3), readable from all materials.

actual fun setMaterialGlobal(index: Int, value: FloatArray)

Sets the float4 material-global value at index (0–3), readable from all materials.

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actual fun setVisibleLayers(select: Int, values: Int)

Sets which layers are visible: for each bit set in select, visibility is taken from the corresponding bit in values. Renderables are assigned layers via RenderableManager.setLayerMask. By default all layers are visible.

expect fun setVisibleLayers(select: Int, values: Int)

Sets which layers are visible: for each bit set in select, visibility is taken from the corresponding bit in values. Renderables are assigned layers via RenderableManager.setLayerMask. By default all layers are visible.

actual fun setVisibleLayers(select: Int, values: Int)

Sets which layers are visible: for each bit set in select, visibility is taken from the corresponding bit in values. Renderables are assigned layers via RenderableManager.setLayerMask. By default all layers are visible.

actual fun setVisibleLayers(select: Int, values: Int)

Sets which layers are visible: for each bit set in select, visibility is taken from the corresponding bit in values. Renderables are assigned layers via RenderableManager.setLayerMask. By default all layers are visible.

actual fun setVisibleLayers(select: Int, values: Int)

Sets which layers are visible: for each bit set in select, visibility is taken from the corresponding bit in values. Renderables are assigned layers via RenderableManager.setLayerMask. By default all layers are visible.