Properties Overview
Common
| Category | Property |
Property description |
|---|---|---|
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General Properties
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| Asset | Symbolic Name |
Symbolic names are translated to Ids in Candera, so they must be valid C++ identifiers. C++ identifiers can contain letters, numbers, and underscores. They must start with either a letter or an underscore. |
| Export Always |
Generates this item in the asset even if it is not referenced by other included items. |
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| General | Import Path |
The path to the imported artifacts that serve as source. |
| Name |
The name of the object. |
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| Full Name |
Each item in a solution is uniquely identified by its fully qualified name. |
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| Status |
The status of the element regarding import and updates. |
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| Category |
Category in which this item belongs. |
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| Description |
Description of this item. |
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| Preserve Formatting Scope |
Indicated the scope for the Preserve SCML Document Formatting property |
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| Preserve Formatting |
The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved |
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| Icon |
Icon of this item. |
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| Is Locked |
Indicates if this item is locked. |
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| Visibility |
Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. |
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NodeAttachment
Shares properties with: General Properties |
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| General | IsEncapsulated |
Indicates if the item is encapsulated. |
| IsInstanceSharingEnabled |
Indicate if a node attachment should be shared. |
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| SharedInstanceId |
Indicate which shared instance of the node attachment to use. |
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UniformSetter
Shares properties with: NodeAttachment |
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| Uniform Setter | Enable Auto Activation |
Specifies if the activation flags should be determined when the asset is generated based on the uniform shader params which are used. |
| Enable ModelMatrix4 |
Specifies if uniform shader parameter ModelMatrix4 is calculated and passed to shader or not. |
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| Enable ModelMatrix3 |
Specifies if uniform shader parameter ModelMatrix3 is calculated and passed to shader or not. |
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| Enable NormalModelMatrix3 |
Specifies if uniform shader parameter NormalModelMatrix3 is calculated and passed to shader or not. |
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| Enable ModelViewMatrix4 |
Specifies if uniform shader parameter ModelViewMatrix4 is calculated and passed to shader or not. |
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| Enable ModelViewMatrix3 |
Specifies if uniform shader parameter ModelViewMatrix3 is calculated and passed to shader or not. |
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| Enable NormalModelViewMatrix3 |
Specifies if uniform shader parameter NormalModelViewMatrix3 is calculated and passed to shader or not. |
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| Enable ModelViewProjectionMatrix4 |
Specifies if uniform shader parameter ModelViewProjectionMatrix4 is calculated and passed to shader or not. |
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| Enable Camera LookAtVector |
Specifies if uniform shader parameter CameraLookAtVector is calculated and passed to shader or not. |
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| Enable Camera Position |
Specifies if uniform shader parameter CameraPosition is calculated and passed to shader or not. |
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| Enable Lights Activation |
Specifies if activation of light parameters is enabled or not. If enabled then all parameters needed for light calculation and stored in the active light objects are passed to the current appearance's shader. |
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| Enable Material Activation |
Specifies if activation of material uniforms is enabled or not. If enabled then all material parameters stored in the current appearances material are passed to the current appearance's shader. |
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| Enable Texture Activation |
Specifies if activation of textures is enabled or not. If enabled then the appropriate uniforms are set for all textures stored in the current appearance. |
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| Enable Point Sprite Activation |
Specifies if activation of point sprites is enabled or not. If enabled then point sprite uniforms are passed to the current appearance's shader. |
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| Enable Morphing Mesh Activation |
Specifies if activation of morphing mesh uniforms is enabled or not. If enabled then morphing mesh uniforms are passed to the current appearance's shader. |
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| Enable Canvas Activation |
Specifies if uniform shader parameters CanvasSize and CanvasPivot are passed to the shader |
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| Light Coordinate Space |
Coordinate space used for lighting calculations. |
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SCFolder
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| General | Visible in Imports panel |
Display this folder in the Imports panel. |
| Name |
The name of the object. |
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| Full Name |
Each item in a solution is uniquely identified by its fully qualified name. |
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| Status |
The status of the element regarding import and updates. |
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| Category |
Category in which this item belongs. |
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| Description |
Description of this item. |
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| Preserve Formatting Scope |
Indicated the scope for the Preserve SCML Document Formatting property |
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| Preserve Formatting |
The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved |
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| Icon |
Icon of this item. |
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| Is Locked |
Indicates if this item is locked. |
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| Visibility |
Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. |
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GridLayout
Shares properties with: General Properties |
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| Layouter | Row Count |
Number of rows. |
| Column Count |
Number of columns. |
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Scope
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| General | Name |
The name of the object. |
| Full Name |
Each item in a solution is uniquely identified by its fully qualified name. |
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| Status |
The status of the element regarding import and updates. |
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| Category |
Category in which this item belongs. |
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| Description |
Description of this item. |
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| Preserve Formatting Scope |
Indicated the scope for the Preserve SCML Document Formatting property |
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| Preserve Formatting |
The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved |
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| Icon |
Icon of this item. |
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| Is Locked |
Indicates if this item is locked. |
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| Visibility |
Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible. |
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| Scope | Bits |
Bits |
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Shader
Shares properties with: General Properties |
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| Shader | Type |
The type of shader. |
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Display
Shares properties with: General Properties |
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| Asset | Candera Type Name |
Type of the item as it is defined in Candera. |
| Display | Id |
The unique ID of the display as required by drivers to identify potential multiple displays (typically 0 to N). |
| X Resolution |
The resolution of the display in x-dimension, used for preview and simulation purposes |
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| Y Resolution |
The resolution of the display in y-dimension, used for preview and simulation purposes |
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| Aspect Ratio |
Aspect ratio of the display |
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| Editing Utilities | Preview Border Scope |
Configures the preview border for this object. It can be used from the global preferences. |
| Preview Border Color |
Configures the preview border color for this object.It can be used from the global preferences. |
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Bitmap
Shares properties with: General Properties |
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| Bitmap | Bitmap Profile |
Configures how this bitmap is converted before the asset is generated. |
| Enable Mipmapping |
If checked, a mipmap chain for the texture is generated automatically. Each mipmap level describes a certain level-of-detail for a texture image. The highest resolution is at mipmap level 0. Each subsequent mipmap level has half width and height of its predecessor. In order to support mipmapping the bitmap's width and height must be a power of 2 (n^2), e.g. 2, 4, 8, 16 ,32, etc. Width and height may be different, e.g.: 256x128. |
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| Mipmap Levels |
The number of mipmap levels. Each mipmap level describes a certain level-of-detail for a texture image. The highest resolution is at mipmap level 0. Each subsequent mipmap level has half width and height of its predecessor. |
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| Memory Pool |
The memory pool used to read the image from. VideoMemory will store the image in Video RAM, ClientMemory will store the image in System RAM. |
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RenderTarget
Shares properties with: General Properties |
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| Asset | Candera Type Name |
Type of the item as it is defined in Candera. |
| Editing Utilities | Preview Border Scope |
Configures the preview border for this object. It can be used from the global preferences. |
| Preview Border Color |
Configures the preview border color for this object.It can be used from the global preferences. |
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| Render Target | Type |
The kind of the render target. |
| Display |
The display of the render target |
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RenderOrderBin
Shares properties with: General Properties |
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| Render Order Bin | Protected |
Protected render order bin are maintained by Candera and cannot be deleted or removed. |
| Rank |
Order number of the bin list of render order bins. All nodes assigned to a render order bin with smaller rank are rendered before nodes of a render order bin with greater rank. |
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| Enable Sorting |
Enables or disables the sorting of this bin according to the order criterion set. |
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| Sort Criterion |
The order criterion specifies according to which sorting criteria the nodes in a render order bin are sorted. |
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| Batch Order Criterion |
The batch order criterion specifies according to which sorting criteria the nodes in a render order bin are sorted. |
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| Distance Function |
Determines how the distance from camera to any node is calculated. |
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ShaderProgram
Shares properties with: General Properties |
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| Shader | Fragment Shader |
A fragment shader is a shader program that is executed on the graphic processing unit to perform complex per-pixel effects. The fragment shader can be chosen out of listed fragment shaders in Shader panel. |
| Vertex Shader |
A vertex shader is a shader program that is executed on the graphic processing unit to perform complex per-vertex effects. Vertex shader can be chosen out of listed vertex shaders in Shader panel. |
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| Max Instance Count |
Determines the maximum number of instances that this shader can be used with in a batch draw (instanced) |
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Widget
Shares properties with: General Properties |
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| Asset | Candera Type Name |
Type of the item as it is defined in Candera. |
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VertexBuffer
Shares properties with: General Properties |
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| Vertex Buffer | Is Indexed |
Changes the buffer type to index array. SceneComposer will automatically select the appropriate index size. |
| Enable Cache Optimization |
Enables the vertex cache optimization. |
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| Position |
Configures the precision of the attribute in Asset. |
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| Position Transformed |
Configures the precision of the attribute in Asset. |
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| Normal |
Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. |
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| TextureCoordinate |
Configures the precision of the attribute in Asset. |
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| Color |
Configures the precision of the attribute in Asset. |
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| Blend Weight |
Configures the precision of the attribute in Asset. |
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| Blend Index |
Configures the precision of the attribute in Asset. |
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| Point Size |
Configures the precision of the attribute in Asset. |
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| Tangent |
Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. |
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| BiNormal |
Configures the attribute in Asset. For imported attributes it is possible to regenerate them, remove them and change their float precision. For attributes which are not present in import it is possible to generate them. |
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| TesselationFactor |
Configures the precision of the attribute in Asset. |
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| Fog |
Configures the precision of the attribute in Asset. |
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| Depth |
Configures the precision of the attribute in Asset. |
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| Sample |
Configures the precision of the attribute in Asset. |
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| Custom |
Configures the precision of the attribute in Asset. |
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Scene3D
| Category | Property |
Property description |
|---|---|---|
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Node3D
Shares properties with: General Properties |
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| General | ScriptComponentCollection |
NodeObject_ScripComponentCollectionPropertyTooltip |
| AppearanceCollection |
The collection of appearances. |
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| Item | Render Benchmark |
Set the render measure value of this Node, which is a benchmark related to rendering time, typically calculated by external tool and utilized by a camera render strategy. |
| Node Preview Type |
Node preview type allows the user to change the representation of the solid objects in the SceneEditor. There are two modes available: normal (solid) and wireframe (line representation). Wireframe mode applies for meshes, morphing meshes, planar shadows and billboards. |
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| Alpha Value |
Defines the local alpha transparency value between 0 and 1 for the node. The effective alpha value is combined with the materials alpha value of the node. |
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| Enable Rendering |
Defines if node is rendered or not at both, design-time and run-time. If disabled, also descendants are not rendered. |
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| Scope Mask |
Assigns node to scope(s) specified. If specified recursively, this setting is applied to all descendants as well. A scope forms conceptual groups independent of the scene graph hierarchy used e.g. for visibility and light culling. Visibility Culling: Node is rendered only if in same scope of camera. Light culling: Node is illuminated only if in same scope as light. |
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| Local Bounding Shapes | Center |
The geometric center of the node. The center and the radius of an object describe a bounding sphere. |
| Radius |
The radius of the bounding sphere, whereas the center defines the geometric center of the node. |
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| Enable Intersection Test |
Defines if intersection test is enabled in SceneComposer for picking and as well as at run-time. If disabled, the effective intersection test is disabled for all descendants as well. |
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| Transformations | Generic Transformation |
Local generic transformation matrix multiplied with local position, scale and rotation. It can be used for transformations that can not be expressed using the component form. |
| Position |
Position of the object in local coordinate space. |
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| Rotation |
Rotation of the object in local coordinate space. |
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| Scale |
Scale factor of the object in local coordinate space. |
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Scene3D
Shares properties with: General Properties |
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| Editing Utilities | Editor Clear Color Scope |
Scene editor clear color scope |
| Editor Clear Color |
Indicates the background color used with the scene editor camera. |
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| Editor Profile |
The Editor Profile associated to the scene |
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| Scene | Theme |
The theme. |
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StereoCamera
Shares properties with: Node3D |
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| Stereo Camera | Left Eye |
Left Eye |
| Right Eye |
Right Eye |
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| Eye Separation |
Eye Separation |
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| Convergence Distance |
Convergence Distance |
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Mesh
Shares properties with: Node3D |
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| Item | Render Order Bin |
Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. |
| Render Order Rank |
Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. |
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| Mesh | Vertex Buffer |
Identifies the vertex buffer which provides model geometry data for this element. |
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PlanarShadow
Shares properties with: Mesh |
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| PlanarShadow | Light |
Sets the light associated to this PlanarShadow object. The shadow's projection is influenced by exactly one light. Thus, multiple shadow casts of one geometry induced by multiple lights consequently require multiple PlanarShadow objects. |
| Alignment Node |
Sets the Node to which the shadow's receiving Plane is aligned. If a node is set the Plane orientation is interpreted as being in object space. If no node is set (node is null), the Plane orientation is interpreted as being in world space. Note: By default no alignment node is set. |
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| Plane Direction |
The direction of the plane used to project the shadow onto. |
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| Plane Distance |
The distance of the plane used to project the shadow onto. |
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| Is Auto Vertex Buffer Enabled |
Enables or disables automatic parent vertex buffer usage. If this property is enabled then every time an ancestor of this PlanarShadow is removed or added, the vertex buffer of the parent node is taken for rendering, even if it was set manually in between. If automatic setting of vertex buffer is disabled, then the vertex buffer is assumed to be set manually and will not be overwritten. Note: In both cases, if a VertexBuffer object is set manually after Uploading the PlanarShadow, and if the parent vertex buffer gets auto assigned, the caller has to take care that the PlanarShadow object gets unloaded and uploaded manually. |
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BlendLodStrategy
Shares properties with: General Properties |
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| Level Of Detail | Enable Depth Bias |
Enables depth bias for transparent objects during blend transition to avoid Z-fighting artifacts for coplanar surfaces. |
| Opaque Render Order Bin |
Sets render order bin assignment for LOD levels, if they are rendered opaquely. Per default no explicit bin is set, which means each opaque LOD node is automatically assigned to render order bin with name RenderOrder::OpaqueBinName. |
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| Transparent Render Order Bin |
Sets render order bin assignment for LOD levels, if they are rendered transparently during blend transition. Per default no explicit bin is set, which means each transparent LOD node is automatically assigned to render order bin with name RenderOrder::TransparentBinName. |
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MorphItem
Shares properties with: General Properties |
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| Morph | Vertex Buffer |
Vertex Buffer |
| Morph Weight |
Weight of the Sub-VertexBuffer, passed as a uniform to the Shader. |
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LodNode
Shares properties with: Node3D |
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| Level Of Detail | Strategy |
Configures the LodNode's visual appearance according to the criterion value. |
| Criterion |
The criterion returns a value used to calculate the appropriate level-of-detail (LOD) level of a LodNode. |
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| Preview Type |
Configures how preview of the LodNode is done. For CriterionSimulation the LodNode is rendered using the CriterionSimulationValue. For OninSkin all levels which have Preview Enabled are rendered. |
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| Criterion Simulation Value |
If preview type is CriterionSimulation this value is used to render the LodNode. |
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Camera
Shares properties with: Node3D |
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| Camera | Look-at Direction |
Defines the direction vector the camera looks alongside in the local coordinate space. |
| Up Direction |
Defines the local up-vector of this camera in the local coordinate space in order to define the orientation of the camera looking alongside the look-at vector. |
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| Viewport |
The viewport describes an rectangle area that is updated within the associated render target. The viewport is in normalized coordinates but may exceed that range [0..1] and therefore the render target's boundaries. The viewport distorts the render output if the aspect ratio of the camera does not match the viewports aspect ratio. |
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| Viewport Px |
The size in pixels of the viewport. This property is editable only if the camera is linked to a render target which has width and height greater than zero. |
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| Clear Depth Buffer |
Defines if the camera shall clear the depth buffer before rendering with the clear color defined. |
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| Depth Clear Value |
If "Clear Depth Buffer" property is enabled, the depth buffer is cleared to the given level before camera is rendered. The area cleared is defined by the viewport. |
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| Clear Stencil Buffer |
Determines whether or not the stencil buffer is cleared after rendering. |
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| Stencil Clear Value |
StencilClearValue |
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| ScissorRectangle |
The scissor rectangle specifies a rectangular region within the Camera's RenderTarget. The scissor rectangles width and height must be greater than 0. A scissor rectangle that intersects the RenderTarget is allowed. If scissoring is enabled (see IsScissoringIsEnabled) pixels outside of the intersection area of viewport and scissor rectangle are clipped. |
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| Scissor Rectangle Px |
The size in pixels of the scissor rectangle. This property is editable only if the camera is linked to a render target which has width and height greater than zero. |
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| Sequence Number |
Defines the position of the camera in the sequence of concurrently rendered cameras. A camera with lower sequence number is rendered before a camera with higher sequence number. |
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| Viewing Frustum Culling |
Defines if viewing frustum culling is enabled or not. If enabled, objects outside of the viewing frustum are culled before rendering. This typically increases performance and should only be disabled if all objects are known to be in viewing frustum. |
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| Projection |
Defines the type of projection used by this camera. Perspective projection: natural projection; objects appear smaller upon increasing distance. Orthographic projection: parallel projection; objects appear the same, regardless of distance. Generic projection: a freely customizable projection matrix. |
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| Near Plane |
Defines the distance from the camera to the near clipping plane of the viewing frustum in world space coordinates. Objects that are in front of the near clipping plane are discarded. Objects that intersect the near clipping plane are clipped. |
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| Far Plane |
Defines the distance from the camera to the far clipping plane of the viewing frustum in world space coordinates. Objects that are behind the far clipping plane are discarded. Objects that intersect the far clipping plane are clipped. |
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| Field of View |
Field of view (FoV) specifies the angle of viewing volume to determine the equal-sided left, right, top and bottom clip planes (comparable to zoom lenses). |
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| Aspect Ratio |
The aspect ratio of width to height of the captured scene. If the render output shall not be stretched, the aspect ratio matches the viewport's or render target's aspect ratio |
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| Width |
The width of captured area |
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| Height |
The height of captured area. |
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| Projection Matrix |
Generic projection matrix that defines how objects in world space coordinates are projected into homogeneous clip space coordinates. |
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| Render Strategy |
The render strategy affects only the processing of that camera and its captured nodes. It is used to determine if rendering shall proceed, pause, or stop for a given node in a Camera's render pass. Occlusion culling render strategy applies only to OpenGLES 3.0 platforms |
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| Benchmark Threshold |
Sets the threshold for the accumulated Node's render benchmark values. When the sum of the nodes exceeds the threshold this render strategy prompts the class Renderer to pause or stop the camera render pass, according to the render pass action set for threshold. |
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| Query type |
Query Type provides a hint to the driver to either use an accurate method (AnySamplesPassed) or a faster approximation (AnySamplesPassedConservative) for determining occlusion |
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ReflectionCamera
Shares properties with: Camera |
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| Camera | Mirror Plane Direction |
Direction of the vector normal to the mirror plane for the reflection. |
| Mirror Plane Distance |
Distance of the mirror plane to the camera |
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Appearance
Shares properties with: NodeAttachment |
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| Appearance | Shader Program |
The shader program. Shader programs are configured in Shader panel and can be applied by dragging and dropping on the appearance node. |
| General | Material |
The material. |
| RenderMode |
The render mode associated. |
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| UniformSetter |
Uniform setter. |
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| Textures |
The collection of textures. |
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PointSprite
Shares properties with: Node3D |
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| Item | Render Order Bin |
Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. |
| Render Order Rank |
Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. |
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| Point Sprite | Point Size |
Defines the size in pixels of this point sprite |
| Point Size Scale A |
Defines the point size scale factor A in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. |
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| Point Size Scale B |
Defines the point size scale factor B in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. |
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| Point Size Scale C |
Defines the point size scale factor C in relation to the cameras distance. The effective size is calculated as follows: pointSize * SquareRoot(1.0 / (A + B*D + C*D*D)) where D is the distance to the camera and A, B, C are the point size scale factors. |
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Billboard
Shares properties with: Node3D |
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| Billboard | Alignment |
The alignment of the billboard regarding all cameras which renders the billboard. |
| Width |
Defines the billboard's total width (the horizontal center of the Billboard is at width/2). |
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| Height |
Defines the billboard's total height (the vertical center of the Billboard is at height/2). |
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| Bottom Left UV |
The texture coordinate which corresponds to the bottom left vertex. |
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| Top Left UV |
The texture coordinate which corresponds to the top left vertex. |
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| Bottom Right UV |
The texture coordinate which corresponds to the bottom right vertex. |
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| Top Right UV |
The texture coordinate which corresponds to the top right vertex. |
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| Item | Render Order Bin |
Name of the render order bin the node is assigned to. If no name is specified, the node is assigned automatically either to opaque or transparent render order bin, depending if node has blending enabled or not. |
| Render Order Rank |
Defines the render order rank. The node is sorted by rank if assigned to a render order bin having "Criterion" property set to "Render Order Rank" and "Sorting" enabled. |
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Light
Shares properties with: Node3D |
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| Light | Type |
The kind of this light emitting source: Ambient light: illuminates the scene from all directions. The light intensity is the same everywhere in the scene. Position and direction of an ambient light source have no effect. Directional light: corresponds to sunlight in the real world. Illuminates all objects in the scene from the same direction, and with a constant intensity. Position and attenuation of a directional light source have no effect. Point light: casts equal omnidirectional illumination from the position of the light source. The intensity of light coming from a point light source can diminish with distance. The direction of a point light has no effect. Spot light: casts a light cone from a position centered around a direction. A spot light has both a direction and a position. The type of a light source can be changed at any time. This might be useful for switching to a simpler lighting model. Illumination is enabled, if light has rendering enabled and if the node is in the same scope as the light. |
| Ambient Color |
Defines the ambient color component that illuminates the ambient color component of the material. |
|
| Diffuse Color |
Illuminates the diffuse color component of the material. Ignored if type of light is Ambient. |
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| Specular Color |
Defines the specular color component that illuminates the specular color component of the material. Ignored if type of light is Ambient. |
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| Direction |
Defines the direction of the light. Ignored if type of light is Ambient or Point. |
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| Range |
The range from light to geometry in world space where illumination is applied. Ignored if type of light is Ambient or Directional. |
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| Constant Attenuation Factor |
Defines the constant attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. |
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| Linear Attenuation Factor |
Defines the linear attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. |
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| Quadratic Attenuation Factor |
Defines the quadratic attenuation factor of the light. The attenuation equation is: 1 / (constant + (linear * distance) + (quadratic * distance^2)). Ignored if type of light is Ambient or Directional. |
|
| Spot Angle |
Defines the spot angle of the light cone in degrees. Ignored if type of light is Ambient, Directional, or Point. |
|
| Spot Exponent |
The distribution of the light within the spot light cone. Ignored if type of light is Ambient, Directional, or Point. |
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| Enable Attenuation |
Enables or disables the attenuation of light. The greater the distance of an object's geometry to the light the less illumination is applied. Ignored if type of light is Ambient or Directional. |
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Material
Shares properties with: NodeAttachment |
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| Material | Ambient Color |
Defines the ambient color of the material illuminated by ambient component of light. |
| Diffuse Color |
Defines the diffuse color of the material that is lit by the diffuse component of light. The diffuse alpha value represents the alpha value of the entire material. Alpha values of other material color components are ignored. |
|
| Emissive Color |
Defines the emissive color of material, which is a self-illuminating color component not influenced by light. Emissive color does not illuminate other materials in the environment as light does. |
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| Specular Color |
Defines the specular color of the material illuminated by the specular component of light. |
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| Specular Power |
Defines the shininess of the material for specular highlights. |
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RenderMode
Shares properties with: NodeAttachment |
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| Render Mode | Culling |
Set culling mode which determines the side of polygon to remove before rasterization. Typically enabled for opaque objects in order to save processing time. |
| Winding |
Specifies which face of a polygon is considered a front face for culling |
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| Color Write Enabled |
Enable or disable writing of the incoming fragment's color value into color buffer. |
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| Enable Depth Write |
Enables or disables writing of the incoming fragment's depth value to depth buffer. |
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| Enable Depth Test |
Enables or disables the test of the incoming fragement's depth value. If disabled then also the depth write is disabled. |
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| Depth Comparison |
Defines the depth test comparison function to determine which source depth value passes the depth test. The source pixel is compared to the destination pixel using the given comparison function. Example: If the comparison function is 'Less', then the depth test is passed if the source pixel has a smaller depth value than the destination pixel. In case of comparison function 'Never', the depth test will never pass; in case of 'Always', the test passes always. |
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| Depth Bias Scale Factor |
Specifies a scale factor that is used to determine how much bias can be applied to primitives. |
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| Depth Bias Units |
Defines a constant depth offset used to determine how much bias can be applied to primitives. |
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| Enable Blending |
Enables or disables blending. |
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| Blend Color |
Defines a constant blending color that can be used in blending equations, if a constant color blend factor is selected. |
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| RGB Source Blend Factor |
Specifies the source RGB fragment coefficient in blending equation |
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| RGB Destination Blend Factor |
Specifies the destination RGB fragment coefficient in blending equation |
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| RGB Blend Operation |
Defines operation how RGB values are blended. The blending equation is as follows: ("RGB Source" * "RGB Source Blend Factor") (+"RGB Blend Operation"+) ("RGB Destination" * "RGB Destination Blend Factor"). |
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| Alpha Source Blend Factor |
Specifies the source alpha fragment coefficient in blending equation |
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| Alpha Destination Blend Factor |
Specifies the destination alpha fragment coefficient in blending equation |
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| Alpha Blend Operation |
Defines operation how alpha values are blended. The blending equation is as follows: (SourceAlpha * SourceBlendFactorAlpha) (+BlendOperationAlpha+) (DestAlpha * DestBlendFactorAlpha). |
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| Enable Stencil Test |
Enable or disable the stencil test against the stencil buffer. |
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| Stencil Back | Comparison Function |
A comparison function specifies how the source (new) data is compared against the destination (existing) data before passing the comparison operations (storing the data). |
| Value |
Set stencil function and reference value for stencil testing. |
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| Mask |
Set the write mask applied to values written into the stencil buffer. |
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| Stencil Fail |
Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the stencil test. (Subsequent depth test and other tests will not be applied.) |
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| Depth Fail |
Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the depth test after the stencil test passed. |
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| Depth Pass |
Set stencil operations applied to the stencil buffer for the next condition: The fragment passes both the stencil and depth test. |
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| Write Mask |
Write mask applied to values written into the stencil buffer. |
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| Stencil Front | Comparison Function |
A comparison function specifies how the source (new) data is compared against the destination (existing) data before passing the comparison operations (storing the data). |
| Value |
Set stencil function and reference value for stencil testing. |
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| Mask |
Set the write mask applied to values written into the stencil buffer. |
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| Stencil Fail |
Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the stencil test. (Subsequent depth test and other tests will not be applied.) |
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| Depth Fail |
Set stencil operations applied to the stencil buffer for the next condition: The fragment fails the depth test after the stencil test passed. |
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| Depth Pass |
Set stencil operations applied to the stencil buffer for the next condition: The fragment passes both the stencil and depth test. |
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| Write Mask |
Write mask applied to values written into the stencil buffer. |
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Texture
Shares properties with: NodeAttachment |
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| Texture | Texture type |
Texture type. |
| Image |
Identifies the bitmap or texture render target which provides pixel data for this texture. |
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| Positive X Image |
The image associated to the PositiveX face of this cube map texture. |
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| Negative X Image |
The image associated to the NegativeX face of this cube map texture. |
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| Positive Y Image |
The image associated to the PositiveY face of this cube map texture. |
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| Negative Y Image |
The image associated to the NegativeY face of this cube map texture. |
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| Positive Z Image |
The image associated to the PositiveZ face of this cube map texture. |
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| Negative Z Image |
The image associated to the NegativeZ face of this cube map texture. |
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| Magnification Filter |
Filter used for up-scaling texture (texture is bigger than image source). Linear filter provides higher quality be less performance. |
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| Minification Filter |
Filter used for down-scaling texture (texture is smaller than image source). Linear filter provides higher quality be less performance. |
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| Mipmap Filter |
Filter used for applying mipmaps. Linear filter provides higher quality be less performance. |
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| Wrap Mode U |
Sets wrap mode for texture coordinate U (x-dimension). Repeat: If texture coordinate is less zero or greater 1 the texture is repeated. MirroredRepeat: If texture coordinate is less zero or greater 1 the texture is repeated mirrored contiguously. ClampToEdge: If texture coordinate is less zero or greater 1 the textures adjacent border pixel is drawn. In order to support repeated wrapping, the bitmap's width and height must be a power of 2 (n^2), like e.g. 2, 4, 8, 16 ,32, etc. Width and height can be different, e.g.: 256x128. |
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| Wrap Mode V |
Sets wrap mode for texture coordinate V (y-dimension). Repeat: If texture coordinate is less zero or greater 1 the texture is repeated. MirroredRepeat: If texture coordinate is less zero or greater 1 the texture is repeated mirrored contiguously. ClampToEdge: If texture coordinate is less zero or greater 1 the textures adjacent border pixel is drawn. In order to support repeated wrapping, the bitmap's width and height must be a power of 2 (n^2), like e.g. 2, 4, 8, 16 ,32, etc. Width and height can be different, e.g.: 256x128. |
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| Anisotropy |
Set the maximum degree of anisotropy. Anisotropic texture filtering is a view-dependent, adaptive filter technique to increase texture quality. The higher the degree of anisotropy, the higher the quality. |
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| Enable False Color Mipmap |
If checked, mipmap-levels are visualized by colors, otherwise attached textures are rendered. |
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| Transformations | Generic Transformation |
Local generic transformation matrix multiplied with local position, scale and rotation. It can be used for transformations that can not be expressed using the component form. |
| Position |
Position of the object in local coordinate space. |
|
| Rotation |
Rotation of the object in local coordinate space. |
|
| Scale |
Scale factor of the object in local coordinate space. |
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Scene2D
| Category | Property |
Property description |
|---|---|---|
|
Node2D
Shares properties with: General Properties |
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| Item | Alpha Value |
Defines the local alpha transparency value between 0 and 1 for the node. The effective alpha value is combined with the materials alpha value of the node. |
| Enable Rendering |
Defines if node is rendered or not at both, design-time and run-time. If disabled, also descendants are not rendered. |
|
| Scope Mask |
Assigns node to scope(s) specified. If specified recursively, this setting is applied to all descendants as well. A scope forms conceptual groups independent of the scene graph hierarchy used e.g. for visibility and light culling. Visibility Culling: Node is rendered only if in same scope of camera. Light culling: Node is illuminated only if in same scope as light. |
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Scene2D
Shares properties with: General Properties |
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| Editing Utilities | Horizontal Guidelines |
The horizontal guidelines displayed in the render panel. Drag a new one from the ruler. Drag an existing one outside the panel to remove it. |
| Vertical Guidelines |
The vertical guidelines displayed in the render panel. Drag a new one from the ruler. Drag an existing one outside the panel to remove it. |
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| Design Master Scope |
Configures the design master image for this scene. It can be used from the global preferences or any other bitmap from the solution. |
|
| Design Master Image |
Bitmap used as background during scene editing. |
|
| Design Master Position |
The position of the design master image. |
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| Design Master Transparency |
The transparency of the design master image. |
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| Editor Clear Color Scope |
Scene editor clear color scope |
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| Editor Clear Color |
Indicates the background color used with the scene editor camera. |
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| Editor Profile |
The Editor Profile associated to the scene |
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| Scene | Theme |
The theme. |
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RenderNode2D
Shares properties with: Node2D |
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| 2D Render Node | Enable Snap To Device Pixel |
Enable or disable snapping of translation to device pixels. |
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Effect
Shares properties with: General Properties |
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| Asset | Candera Type Name |
Type of the item as it is defined in Candera. |
| Effect | Effect Type |
The type of the effect |
| Brush Type |
The type of the brush |
|
| Combined |
Effect is a combination of simple effects. |
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Camera2D
Shares properties with: Node2D |
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| Camera | Viewport |
The viewport describes an rectangular area that is updated within the associated render target. The viewport position and size are given in pixels. |
| ScissorRectangle |
The scissor rectangle specifies a rectangular region within the Camera's RenderTarget. The scissor rectangles position and size are given in pixels. A scissor rectangle that intersects the RenderTarget is allowed. If scissoring is enabled (see IsScissoringIsEnabled) pixels outside of the intersection area of viewport and scissor rectangle are clipped. |
|
| Sequence Number |
Defines the position of the camera in the sequence of concurrently rendered cameras. A camera with lower sequence number is rendered before a camera with higher sequence number. |
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Group2D
Shares properties with: Node2D |
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| Layouter | Layout |
The layout. |
Animations
| Category | Property |
Property description |
|---|---|---|
|
Animation
Shares properties with: General Properties |
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| General | Play direction |
Play direction |
| Repeat Mode |
Repeat mode |
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| Speed Factor |
Increase animation speed |
|
| Repeat Times |
Set the number of times the animation is repeated. Repeat means that after the animation is ended, it will be played again. The default value is 1, meaning the animation does no repeat. The value 0 has the meaning of infinite playback. This property has no effect in SceneComposer. |
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AnimationGroup
Shares properties with: General Properties |
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| General | Speed Factor |
Increase animation speed |
| Repeat Times |
Set the number of times the animation is repeated. Repeat means that after the animation is ended, it will be played again. The default value is 1, meaning the animation does no repeat. The value 0 has the meaning of infinite playback. This property has no effect in SceneComposer. |
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AnimatedProperty
Shares properties with: General Properties |
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| General | Interpolation |
The type of the interpolation. |
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AnimableProperty
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| General | Name |
The name of the object. |
| Full Name |
Each item in a solution is uniquely identified by its fully qualified name. |
|
| Status |
The status of the element regarding import and updates. |
|
| Category |
Category in which this item belongs. |
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| Description |
Description of this item. |
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| Preserve Formatting Scope |
Indicated the scope for the Preserve SCML Document Formatting property |
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| Preserve Formatting |
The formatting of the SCML documents will be preserved only if it is set to true, otherwise the formatting will be reset when the solution is saved |
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| Icon |
Icon of this item. |
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| Is Locked |
Indicates if this item is locked. |
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| Visibility |
Controls the visibility of SCL library items and folders. Library items will be visible if their visibility is Public or if it is Inherited and none of their ancestor folders have Private visibility. Folders will be visible if they have any library item descendent which is visible.
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