class Godot::RenderingServer

Overview

Godot RenderingServer singleton (RenderingServer).

Defined in:

lapis.cr
libgodot/generated/classes/classes_part5.cr
libgodot/generated/singletons.cr

Constructors

Class Method Summary

Instance Method Summary

Instance methods inherited from class Godot::Object

==(other : Godot::Object) : Bool
==(other : Nil) : Bool
==
, _godot_call_tool_button(button_name : String) : Void _godot_call_tool_button, _godot_call_virtual(method_name : String, delta : Float64) : Void _godot_call_virtual, _godot_call_virtual_with_data(method_name : String, args : Pointer(Pointer(Void)), ret : Pointer(Void)) : Void _godot_call_virtual_with_data, _godot_get_property(prop_name : String, ret_ptr : Pointer(Void)) : Void _godot_get_property, _godot_set_property(prop_name : String, val_ptr : Pointer(Void)) : Void _godot_set_property, add_user_signal(signal : String, arguments : Godot::Array) : Void add_user_signal, alive? : Bool alive?, await_signal(signal_name : String, timeout_sec : Float64 | Nil = nil) : Array(Variant) await_signal, call(method : String, *args) : Pointer(Void) call, call_bool(method : String, *args) : Bool call_bool, call_deferred(method : String, *args) : Pointer(Void) call_deferred, call_f64(method : String, *args) : Float64 call_f64, call_i64(method : String, *args) : Int64 call_i64, call_obj(method : String, *args) : Node | Nil call_obj, call_obj_as(type : T.class, method : String, *args) : T | Nil forall T call_obj_as, call_str(method : String, *args) : String call_str, callv(method : String, arg_array : Godot::Array) : Pointer(Void) callv, can_translate_messages : Bool can_translate_messages, cancel_free : Void cancel_free, check_alive! : Void check_alive!, connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, callback : Proc(Array(Variant), Void) | Nil = nil) : SignalSubscription
connect(signal_name : String, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None, &block : Array(Variant) -> Void) : SignalSubscription
connect(signal_name : String, listener_target : Godot::Object, method_name : Symbol, flags : Godot::ConnectFlags = ::Godot::ConnectFlags::None) : SignalSubscription
connect(signal : String, callable : Pointer(Void), flags : Int64) : Int64
connect
, connect_one_shot(signal_name : String, &block : Array(Variant) -> Void) : SignalSubscription connect_one_shot, destroy : Void destroy, destroyed? : Bool destroyed?, disconnect(signal : String, callable : Pointer(Void)) : Void
disconnect(signal_name : String) : Void
disconnect
, editor_hint? : Bool editor_hint?, emit_signal(name : String) : Void
emit_signal(name : String, *args) : Void
emit_signal
, free : Void free, get(property : String) : Pointer(Void) get, get_class : String get_class, get_incoming_connections : Godot::Array get_incoming_connections, get_indexed(property_path : NodePath) : Pointer(Void) get_indexed, get_instance_id : Int64 get_instance_id, get_meta(name : String, default : Pointer(Void)) : Pointer(Void) get_meta, get_meta_list : Godot::Array get_meta_list, get_method_argument_count(method : String) : Int64 get_method_argument_count, get_method_list : Godot::Array get_method_list, get_property_list : Godot::Array get_property_list, get_script : Pointer(Void) get_script, get_signal_connection_list(signal : String) : Godot::Array get_signal_connection_list, get_signal_list : Godot::Array get_signal_list, get_translation_domain : String get_translation_domain, has_connections(signal : String) : Bool has_connections, has_meta(name : String) : Bool has_meta, has_method(method : String) : Bool has_method, has_signal(signal : String) : Bool has_signal, has_signal?(signal_name : String) : Bool has_signal?, has_user_signal(signal : String) : Bool has_user_signal, hash(hasher) hash, if_alive : self | Nil if_alive, instance_id : UInt64 instance_id, is_blocking_signals : Bool is_blocking_signals, is_class(godot_class : String) : Bool is_class, is_connected(signal : String, callable : Pointer(Void)) : Bool is_connected, is_queued_for_deletion : Bool is_queued_for_deletion, is_valid? : Bool is_valid?, link_class_script : Void link_class_script, notification(what : Int64, reversed : Bool) : Void notification, notify_property_list_changed : Void notify_property_list_changed, pointer : Pointer(Void) pointer, pointer=(val : Pointer(Void)) pointer=, print(*args) print, printerr(*args) printerr, property_can_revert(property : String) : Bool property_can_revert, property_get_revert(property : String) : Pointer(Void) property_get_revert, puts(*args) puts, remove_meta(name : String) : Void remove_meta, remove_user_signal(signal : String) : Void remove_user_signal, set(property : String, value : Pointer(Void)) : Void set, set_block_signals(enable : Bool) : Void set_block_signals, set_deferred(property : String, value : Pointer(Void)) : Void set_deferred, set_indexed(property_path : NodePath, value : Pointer(Void)) : Void set_indexed, set_message_translation(enable : Bool) : Void set_message_translation, set_meta(name : String, value : Pointer(Void)) : Void set_meta, set_script(script : Pointer(Void)) : Void set_script, set_translation_domain(domain : String) : Void set_translation_domain, signal(name : String) : Godot::BoundSignal signal, signal_connection_count(signal_name : String) : Int32 signal_connection_count, signal_target_id : UInt64 signal_target_id, to_s(io : IO) : Void to_s, to_string : String to_string, to_unsafe : Pointer(Void) to_unsafe, tr(message : String, context : String) : String tr, tr_n(message : String, plural_message : String, n : Int64, context : String) : String tr_n

Constructor methods inherited from class Godot::Object

new(pointer : Pointer(Void) = Pointer(Void).null) new

Class methods inherited from class Godot::Object

_godot_has_virtual_method(method_name : String) : Bool _godot_has_virtual_method, is_instance_id_valid(id : Int | UInt64) : Bool is_instance_id_valid

Constructor Detail

def self.instance : RenderingServer #

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def self.new(pointer : Pointer(Void) = Pointer(Void).null) #

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Class Method Detail

def self.singleton_ptr : Pointer(Void) #

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Instance Method Detail

def area_light_create : Int64 #

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def bake_render_uv2(base : Int64, material_overrides : Godot::Array, image_size : Vector2i) : Godot::Array #

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def call_on_render_thread(callable : Pointer(Void)) : Void #

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def camera_attributes_create : Int64 #

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def camera_attributes_set_auto_exposure(camera_attributes : Int64, enable : Bool, min_sensitivity : Float64, max_sensitivity : Float64, speed : Float64, scale : Float64) : Void #

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def camera_attributes_set_dof_blur(camera_attributes : Int64, far_enable : Bool, far_distance : Float64, far_transition : Float64, near_enable : Bool, near_distance : Float64, near_transition : Float64, amount : Float64) : Void #

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def camera_attributes_set_dof_blur_bokeh_shape(shape : Int64) : Void #

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def camera_attributes_set_dof_blur_quality(quality : Int64, use_jitter : Bool) : Void #

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def camera_attributes_set_exposure(camera_attributes : Int64, multiplier : Float64, normalization : Float64) : Void #

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def camera_create : Int64 #

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def camera_set_camera_attributes(camera : Int64, effects : Int64) : Void #

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def camera_set_compositor(camera : Int64, compositor : Int64) : Void #

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def camera_set_cull_mask(camera : Int64, layers : Int64) : Void #

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def camera_set_environment(camera : Int64, env : Int64) : Void #

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def camera_set_frustum(camera : Int64, size : Float64, offset : Vector2, z_near : Float64, z_far : Float64) : Void #

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def camera_set_orthogonal(camera : Int64, size : Float64, z_near : Float64, z_far : Float64) : Void #

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def camera_set_perspective(camera : Int64, fovy_degrees : Float64, z_near : Float64, z_far : Float64) : Void #

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def camera_set_transform(camera : Int64, transform : Transform3D) : Void #

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def camera_set_use_vertical_aspect(camera : Int64, enable : Bool) : Void #

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def camera_set_xr_projections(camera : Int64, projections : Godot::Array, offsets : Godot::Array) : Void #

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def canvas_create : Int64 #

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def canvas_item_add_animation_slice(item : Int64, animation_length : Float64, slice_begin : Float64, slice_end : Float64, offset : Float64) : Void #

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def canvas_item_add_circle(item : Int64, pos : Vector2, radius : Float64, color : Color, antialiased : Bool) : Void #

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def canvas_item_add_clip_ignore(item : Int64, ignore : Bool) : Void #

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def canvas_item_add_ellipse(item : Int64, pos : Vector2, major : Float64, minor : Float64, color : Color, antialiased : Bool) : Void #

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def canvas_item_add_lcd_texture_rect_region(item : Int64, rect : Rect2, texture : Int64, src_rect : Rect2, modulate : Color) : Void #

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def canvas_item_add_line(item : Int64, from : Vector2, to : Vector2, color : Color, width : Float64, antialiased : Bool) : Void #

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def canvas_item_add_mesh(item : Int64, mesh : Int64, transform : Transform2D, modulate : Color, texture : Int64) : Void #

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def canvas_item_add_msdf_texture_rect_region(item : Int64, rect : Rect2, texture : Int64, src_rect : Rect2, modulate : Color, outline_size : Int64, px_range : Float64, scale : Float64) : Void #

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def canvas_item_add_multiline(item : Int64, points : Pointer(Void), colors : Pointer(Void), width : Float64, antialiased : Bool) : Void #

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def canvas_item_add_multimesh(item : Int64, mesh : Int64, texture : Int64) : Void #

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def canvas_item_add_nine_patch(item : Int64, rect : Rect2, source : Rect2, texture : Int64, topleft : Vector2, bottomright : Vector2, x_axis_mode : Int64, y_axis_mode : Int64, draw_center : Bool, modulate : Color) : Void #

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def canvas_item_add_particles(item : Int64, particles : Int64, texture : Int64) : Void #

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def canvas_item_add_polygon(item : Int64, points : Pointer(Void), colors : Pointer(Void), uvs : Pointer(Void), texture : Int64) : Void #

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def canvas_item_add_polyline(item : Int64, points : Pointer(Void), colors : Pointer(Void), width : Float64, antialiased : Bool) : Void #

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def canvas_item_add_primitive(item : Int64, points : Pointer(Void), colors : Pointer(Void), uvs : Pointer(Void), texture : Int64) : Void #

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def canvas_item_add_rect(item : Int64, rect : Rect2, color : Color, antialiased : Bool) : Void #

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def canvas_item_add_set_transform(item : Int64, transform : Transform2D) : Void #

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def canvas_item_add_texture_rect(item : Int64, rect : Rect2, texture : Int64, tile : Bool, modulate : Color, transpose : Bool) : Void #

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def canvas_item_add_texture_rect_region(item : Int64, rect : Rect2, texture : Int64, src_rect : Rect2, modulate : Color, transpose : Bool, clip_uv : Bool) : Void #

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def canvas_item_add_triangle_array(item : Int64, indices : Pointer(Void), points : Pointer(Void), colors : Pointer(Void), uvs : Pointer(Void), bones : Pointer(Void), weights : Pointer(Void), texture : Int64, count : Int64) : Void #

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def canvas_item_attach_skeleton(item : Int64, skeleton : Int64) : Void #

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def canvas_item_clear(item : Int64) : Void #

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def canvas_item_create : Int64 #

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def canvas_item_get_instance_shader_parameter(instance : Int64, parameter : String) : Pointer(Void) #

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def canvas_item_get_instance_shader_parameter_default_value(instance : Int64, parameter : String) : Pointer(Void) #

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def canvas_item_get_instance_shader_parameter_list(instance : Int64) : Godot::Array #

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def canvas_item_reset_physics_interpolation(item : Int64) : Void #

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def canvas_item_set_canvas_group_mode(item : Int64, mode : Int64, clear_margin : Float64, fit_empty : Bool, fit_margin : Float64, blur_mipmaps : Bool) : Void #

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def canvas_item_set_clip(item : Int64, clip : Bool) : Void #

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def canvas_item_set_copy_to_backbuffer(item : Int64, enabled : Bool, rect : Rect2) : Void #

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def canvas_item_set_custom_rect(item : Int64, use_custom_rect : Bool, rect : Rect2) : Void #

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def canvas_item_set_default_texture_filter(item : Int64, filter : Int64) : Void #

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def canvas_item_set_default_texture_repeat(item : Int64, repeat : Int64) : Void #

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def canvas_item_set_distance_field_mode(item : Int64, enabled : Bool) : Void #

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def canvas_item_set_draw_behind_parent(item : Int64, enabled : Bool) : Void #

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def canvas_item_set_draw_index(item : Int64, index : Int64) : Void #

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def canvas_item_set_instance_shader_parameter(instance : Int64, parameter : String, value : Pointer(Void)) : Void #

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def canvas_item_set_interpolated(item : Int64, interpolated : Bool) : Void #

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def canvas_item_set_light_mask(item : Int64, mask : Int64) : Void #

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def canvas_item_set_material(item : Int64, material : Int64) : Void #

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def canvas_item_set_modulate(item : Int64, color : Color) : Void #

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def canvas_item_set_parent(item : Int64, parent : Int64) : Void #

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def canvas_item_set_self_modulate(item : Int64, color : Color) : Void #

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def canvas_item_set_sort_children_by_y(item : Int64, enabled : Bool) : Void #

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def canvas_item_set_transform(item : Int64, transform : Transform2D) : Void #

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def canvas_item_set_use_parent_material(item : Int64, enabled : Bool) : Void #

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def canvas_item_set_visibility_layer(item : Int64, visibility_layer : Int64) : Void #

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def canvas_item_set_visibility_notifier(item : Int64, enable : Bool, area : Rect2, enter_callable : Pointer(Void), exit_callable : Pointer(Void)) : Void #

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def canvas_item_set_visible(item : Int64, visible : Bool) : Void #

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def canvas_item_set_z_as_relative_to_parent(item : Int64, enabled : Bool) : Void #

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def canvas_item_set_z_index(item : Int64, z_index : Int64) : Void #

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def canvas_item_transform_physics_interpolation(item : Int64, transform : Transform2D) : Void #

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def canvas_light_attach_to_canvas(light : Int64, canvas : Int64) : Void #

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def canvas_light_create : Int64 #

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def canvas_light_occluder_attach_to_canvas(occluder : Int64, canvas : Int64) : Void #

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def canvas_light_occluder_create : Int64 #

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def canvas_light_occluder_reset_physics_interpolation(occluder : Int64) : Void #

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def canvas_light_occluder_set_as_sdf_collision(occluder : Int64, enable : Bool) : Void #

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def canvas_light_occluder_set_enabled(occluder : Int64, enabled : Bool) : Void #

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def canvas_light_occluder_set_interpolated(occluder : Int64, interpolated : Bool) : Void #

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def canvas_light_occluder_set_light_mask(occluder : Int64, mask : Int64) : Void #

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def canvas_light_occluder_set_polygon(occluder : Int64, polygon : Int64) : Void #

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def canvas_light_occluder_set_transform(occluder : Int64, transform : Transform2D) : Void #

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def canvas_light_occluder_transform_physics_interpolation(occluder : Int64, transform : Transform2D) : Void #

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def canvas_light_reset_physics_interpolation(light : Int64) : Void #

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def canvas_light_set_blend_mode(light : Int64, mode : Int64) : Void #

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def canvas_light_set_color(light : Int64, color : Color) : Void #

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def canvas_light_set_enabled(light : Int64, enabled : Bool) : Void #

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def canvas_light_set_energy(light : Int64, energy : Float64) : Void #

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def canvas_light_set_height(light : Int64, height : Float64) : Void #

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def canvas_light_set_interpolated(light : Int64, interpolated : Bool) : Void #

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def canvas_light_set_item_cull_mask(light : Int64, mask : Int64) : Void #

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def canvas_light_set_item_shadow_cull_mask(light : Int64, mask : Int64) : Void #

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def canvas_light_set_layer_range(light : Int64, min_layer : Int64, max_layer : Int64) : Void #

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def canvas_light_set_mode(light : Int64, mode : Int64) : Void #

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def canvas_light_set_shadow_color(light : Int64, color : Color) : Void #

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def canvas_light_set_shadow_enabled(light : Int64, enabled : Bool) : Void #

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def canvas_light_set_shadow_filter(light : Int64, filter : Int64) : Void #

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def canvas_light_set_shadow_smooth(light : Int64, smooth : Float64) : Void #

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def canvas_light_set_texture(light : Int64, texture : Int64) : Void #

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def canvas_light_set_texture_offset(light : Int64, offset : Vector2) : Void #

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def canvas_light_set_texture_scale(light : Int64, scale : Float64) : Void #

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def canvas_light_set_transform(light : Int64, transform : Transform2D) : Void #

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def canvas_light_set_z_range(light : Int64, min_z : Int64, max_z : Int64) : Void #

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def canvas_light_transform_physics_interpolation(light : Int64, transform : Transform2D) : Void #

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def canvas_occluder_polygon_create : Int64 #

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def canvas_occluder_polygon_set_cull_mode(occluder_polygon : Int64, mode : Int64) : Void #

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def canvas_occluder_polygon_set_shape(occluder_polygon : Int64, shape : Pointer(Void), closed : Bool) : Void #

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def canvas_set_disable_scale(disable : Bool) : Void #

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def canvas_set_item_mirroring(canvas : Int64, item : Int64, mirroring : Vector2) : Void #

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def canvas_set_item_repeat(item : Int64, repeat_size : Vector2, repeat_times : Int64) : Void #

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def canvas_set_modulate(canvas : Int64, color : Color) : Void #

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def canvas_set_shadow_texture_size(size : Int64) : Void #

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def canvas_texture_create : Int64 #

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def canvas_texture_set_channel(canvas_texture : Int64, channel : Int64, texture : Int64) : Void #

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def canvas_texture_set_shading_parameters(canvas_texture : Int64, base_color : Color, shininess : Float64) : Void #

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def canvas_texture_set_texture_filter(canvas_texture : Int64, filter : Int64) : Void #

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def canvas_texture_set_texture_repeat(canvas_texture : Int64, repeat : Int64) : Void #

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def compositor_create : Int64 #

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def compositor_effect_create : Int64 #

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def compositor_effect_set_callback(effect : Int64, callback_type : Int64, callback : Pointer(Void)) : Void #

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def compositor_effect_set_enabled(effect : Int64, enabled : Bool) : Void #

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def compositor_effect_set_flag(effect : Int64, flag : Int64, set : Bool) : Void #

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def compositor_set_compositor_effects(compositor : Int64, effects : Godot::Array) : Void #

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def create_local_rendering_device : RenderingDevice #

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def debug_canvas_item_get_rect(item : Int64) : Rect2 #

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def decal_create : Int64 #

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def decal_set_albedo_mix(decal : Int64, albedo_mix : Float64) : Void #

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def decal_set_cull_mask(decal : Int64, mask : Int64) : Void #

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def decal_set_distance_fade(decal : Int64, enabled : Bool, begin_val : Float64, length : Float64) : Void #

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def decal_set_emission_energy(decal : Int64, energy : Float64) : Void #

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def decal_set_fade(decal : Int64, above : Float64, below : Float64) : Void #

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def decal_set_modulate(decal : Int64, color : Color) : Void #

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def decal_set_normal_fade(decal : Int64, fade : Float64) : Void #

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def decal_set_size(decal : Int64, size : Vector3) : Void #

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def decal_set_texture(decal : Int64, get_type : Int64, texture : Int64) : Void #

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def decals_set_filter(filter : Int64) : Void #

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def directional_light_create : Int64 #

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def directional_shadow_atlas_set_size(size : Int64, is_16bits : Bool) : Void #

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def directional_soft_shadow_filter_set_quality(quality : Int64) : Void #

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def environment_bake_panorama(environment : Int64, bake_irradiance : Bool, size : Vector2i) : Image #

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def environment_create : Int64 #

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def environment_glow_set_use_bicubic_upscale(enable : Bool) : Void #

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def environment_set_adjustment(env : Int64, enable : Bool, brightness : Float64, contrast : Float64, saturation : Float64, use_1d_color_correction : Bool, color_correction : Int64) : Void #

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def environment_set_ambient_light(env : Int64, color : Color, ambient : Int64, energy : Float64, sky_contribution : Float64, reflection_source : Int64) : Void #

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def environment_set_background(env : Int64, bg : Int64) : Void #

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def environment_set_bg_color(env : Int64, color : Color) : Void #

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def environment_set_bg_energy(env : Int64, multiplier : Float64, exposure_value : Float64) : Void #

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def environment_set_camera_id(env : Int64, id : Int64) : Void #

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def environment_set_canvas_max_layer(env : Int64, max_layer : Int64) : Void #

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def environment_set_fog(env : Int64, enable : Bool, light_color : Color, light_energy : Float64, sun_scatter : Float64, density : Float64, height : Float64, height_density : Float64, aerial_perspective : Float64, sky_affect : Float64, fog_mode : Int64) : Void #

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def environment_set_fog_depth(env : Int64, curve : Float64, begin_val : Float64, end_val : Float64) : Void #

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def environment_set_glow(env : Int64, enable : Bool, levels : Pointer(Void), intensity : Float64, strength : Float64, mix : Float64, bloom_threshold : Float64, blend_mode : Int64, hdr_bleed_threshold : Float64, hdr_bleed_scale : Float64, hdr_luminance_cap : Float64, glow_map_strength : Float64, glow_map : Int64) : Void #

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def environment_set_sdfgi(env : Int64, enable : Bool, cascades : Int64, min_cell_size : Float64, y_scale : Int64, use_occlusion : Bool, bounce_feedback : Float64, read_sky : Bool, energy : Float64, normal_bias : Float64, probe_bias : Float64) : Void #

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def environment_set_sdfgi_frames_to_converge(frames : Int64) : Void #

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def environment_set_sdfgi_frames_to_update_light(frames : Int64) : Void #

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def environment_set_sdfgi_ray_count(ray_count : Int64) : Void #

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def environment_set_sky(env : Int64, sky : Int64) : Void #

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def environment_set_sky_custom_fov(env : Int64, scale : Float64) : Void #

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def environment_set_sky_orientation(env : Int64, orientation : Basis) : Void #

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def environment_set_ssao(env : Int64, enable : Bool, radius : Float64, intensity : Float64, power : Float64, detail : Float64, horizon : Float64, sharpness : Float64, light_affect : Float64, ao_channel_affect : Float64) : Void #

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def environment_set_ssao_quality(quality : Int64, half_size : Bool, adaptive_target : Float64, blur_passes : Int64, fadeout_from : Float64, fadeout_to : Float64) : Void #

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def environment_set_ssil_quality(quality : Int64, half_size : Bool, adaptive_target : Float64, blur_passes : Int64, fadeout_from : Float64, fadeout_to : Float64) : Void #

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def environment_set_ssr(env : Int64, enable : Bool, max_steps : Int64, fade_in : Float64, fade_out : Float64, depth_tolerance : Float64) : Void #

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def environment_set_ssr_half_size(half_size : Bool) : Void #

[View source]
def environment_set_ssr_roughness_quality(quality : Int64) : Void #

[View source]
def environment_set_tonemap(env : Int64, tone_mapper : Int64, exposure : Float64, white : Float64) : Void #

[View source]
def environment_set_tonemap_agx_contrast(env : Int64, agx_contrast : Float64) : Void #

[View source]
def environment_set_volumetric_fog(env : Int64, enable : Bool, density : Float64, albedo : Color, emission : Color, emission_energy : Float64, anisotropy : Float64, length : Float64, detail_spread : Float64, gi_inject : Float64, temporal_reprojection : Bool, temporal_reprojection_amount : Float64, ambient_inject : Float64, sky_affect : Float64) : Void #

[View source]
def environment_set_volumetric_fog_filter_active(active : Bool) : Void #

[View source]
def environment_set_volumetric_fog_volume_size(size : Int64, depth : Int64) : Void #

[View source]
def fog_volume_create : Int64 #

[View source]
def fog_volume_set_material(fog_volume : Int64, material : Int64) : Void #

[View source]
def fog_volume_set_shape(fog_volume : Int64, shape : Int64) : Void #

[View source]
def fog_volume_set_size(fog_volume : Int64, size : Vector3) : Void #

[View source]
def force_draw(swap_buffers : Bool, frame_step : Float64) : Void #

[View source]
def force_sync : Void #

[View source]
def free_rid(rid : Int64) : Void #

[View source]
def get_current_rendering_driver_name : String #

[View source]
def get_current_rendering_method : String #

[View source]
def get_default_clear_color : Color #

[View source]
def get_frame_setup_time_cpu : Float64 #

[View source]
def get_rendering_device : RenderingDevice #

[View source]
def get_rendering_info(info : Int64) : Int64 #

[View source]
def get_shader_parameter_list(shader : Int64) : Godot::Array #

[View source]
def get_test_cube : Int64 #

[View source]
def get_test_texture : Int64 #

[View source]
def get_video_adapter_api_version : String #

[View source]
def get_video_adapter_name : String #

[View source]
def get_video_adapter_type : Int64 #

[View source]
def get_video_adapter_vendor : String #

[View source]
def get_white_texture : Int64 #

[View source]
def gi_set_use_half_resolution(half_resolution : Bool) : Void #

[View source]
def global_shader_parameter_add(name : String, get_type : Int64, default_value : Pointer(Void)) : Void #

[View source]
def global_shader_parameter_get(name : String) : Pointer(Void) #

[View source]
def global_shader_parameter_get_list : Godot::Array #

[View source]
def global_shader_parameter_get_type(name : String) : Int64 #

[View source]
def global_shader_parameter_remove(name : String) : Void #

[View source]
def global_shader_parameter_set(name : String, value : Pointer(Void)) : Void #

[View source]
def global_shader_parameter_set_override(name : String, value : Pointer(Void)) : Void #

[View source]
def has_changed : Bool #

[View source]
def has_feature(feature : Int64) : Bool #

[View source]
def has_os_feature(feature : String) : Bool #

[View source]
def instance_attach_object_instance_id(instance : Int64, id : Int64) : Void #

[View source]
def instance_attach_skeleton(instance : Int64, skeleton : Int64) : Void #

[View source]
def instance_create : Int64 #

[View source]
def instance_create2(base : Int64, scenario : Int64) : Int64 #

[View source]
def instance_geometry_get_shader_parameter(instance : Int64, parameter : String) : Pointer(Void) #

[View source]
def instance_geometry_get_shader_parameter_default_value(instance : Int64, parameter : String) : Pointer(Void) #

[View source]
def instance_geometry_get_shader_parameter_list(instance : Int64) : Godot::Array #

[View source]
def instance_geometry_set_cast_shadows_setting(instance : Int64, shadow_casting_setting : Int64) : Void #

[View source]
def instance_geometry_set_flag(instance : Int64, flag : Int64, enabled : Bool) : Void #

[View source]
def instance_geometry_set_lightmap(instance : Int64, lightmap : Int64, lightmap_uv_scale : Rect2, lightmap_slice : Int64) : Void #

[View source]
def instance_geometry_set_lod_bias(instance : Int64, lod_bias : Float64) : Void #

[View source]
def instance_geometry_set_material_overlay(instance : Int64, material : Int64) : Void #

[View source]
def instance_geometry_set_material_override(instance : Int64, material : Int64) : Void #

[View source]
def instance_geometry_set_shader_parameter(instance : Int64, parameter : String, value : Pointer(Void)) : Void #

[View source]
def instance_geometry_set_transparency(instance : Int64, transparency : Float64) : Void #

[View source]
def instance_geometry_set_visibility_range(instance : Int64, min : Float64, max : Float64, min_margin : Float64, max_margin : Float64, fade_mode : Int64) : Void #

[View source]
def instance_set_base(instance : Int64, base : Int64) : Void #

[View source]
def instance_set_blend_shape_weight(instance : Int64, shape : Int64, weight : Float64) : Void #

[View source]
def instance_set_custom_aabb(instance : Int64, aabb : AABB) : Void #

[View source]
def instance_set_extra_visibility_margin(instance : Int64, margin : Float64) : Void #

[View source]
def instance_set_ignore_culling(instance : Int64, enabled : Bool) : Void #

[View source]
def instance_set_layer_mask(instance : Int64, mask : Int64) : Void #

[View source]
def instance_set_pivot_data(instance : Int64, sorting_offset : Float64, use_aabb_center : Bool) : Void #

[View source]
def instance_set_scenario(instance : Int64, scenario : Int64) : Void #

[View source]
def instance_set_surface_override_material(instance : Int64, surface : Int64, material : Int64) : Void #

[View source]
def instance_set_transform(instance : Int64, transform : Transform3D) : Void #

[View source]
def instance_set_visibility_parent(instance : Int64, parent : Int64) : Void #

[View source]
def instance_set_visible(instance : Int64, visible : Bool) : Void #

[View source]
def instance_teleport(instance : Int64) : Void #

[View source]
def instances_cull_aabb(aabb : AABB, scenario : Int64) : Pointer(Void) #

[View source]
def instances_cull_convex(convex : Godot::Array, scenario : Int64) : Pointer(Void) #

[View source]
def instances_cull_ray(from : Vector3, to : Vector3, scenario : Int64) : Pointer(Void) #

[View source]
def is_on_render_thread : Bool #

[View source]
def is_render_loop_enabled : Bool #

[View source]
def light_area_set_normalize_energy(light : Int64, enable : Bool) : Void #

[View source]
def light_area_set_size(light : Int64, size : Vector2) : Void #

[View source]
def light_directional_set_blend_splits(light : Int64, enable : Bool) : Void #

[View source]
def light_directional_set_shadow_mode(light : Int64, mode : Int64) : Void #

[View source]
def light_directional_set_sky_mode(light : Int64, mode : Int64) : Void #

[View source]
def light_omni_set_shadow_mode(light : Int64, mode : Int64) : Void #

[View source]
def light_projectors_set_filter(filter : Int64) : Void #

[View source]
def light_set_allow_contact_shadows(light : Int64, enable : Bool) : Void #

[View source]
def light_set_bake_mode(light : Int64, bake_mode : Int64) : Void #

[View source]
def light_set_color(light : Int64, color : Color) : Void #

[View source]
def light_set_cull_mask(light : Int64, mask : Int64) : Void #

[View source]
def light_set_distance_fade(decal : Int64, enabled : Bool, begin_val : Float64, shadow : Float64, length : Float64) : Void #

[View source]
def light_set_max_sdfgi_cascade(light : Int64, cascade : Int64) : Void #

[View source]
def light_set_negative(light : Int64, enable : Bool) : Void #

[View source]
def light_set_param(light : Int64, param : Int64, value : Float64) : Void #

[View source]
def light_set_projector(light : Int64, texture : Int64) : Void #

[View source]
def light_set_reverse_cull_face_mode(light : Int64, enabled : Bool) : Void #

[View source]
def light_set_shadow(light : Int64, enabled : Bool) : Void #

[View source]
def light_set_shadow_caster_mask(light : Int64, mask : Int64) : Void #

[View source]
def lightmap_create : Int64 #

[View source]
def lightmap_get_probe_capture_bsp_tree(lightmap : Int64) : Pointer(Void) #

[View source]
def lightmap_get_probe_capture_points(lightmap : Int64) : Pointer(Void) #

[View source]
def lightmap_get_probe_capture_sh(lightmap : Int64) : Pointer(Void) #

[View source]
def lightmap_get_probe_capture_tetrahedra(lightmap : Int64) : Pointer(Void) #

[View source]
def lightmap_set_baked_exposure_normalization(lightmap : Int64, baked_exposure : Float64) : Void #

[View source]
def lightmap_set_probe_bounds(lightmap : Int64, bounds : AABB) : Void #

[View source]
def lightmap_set_probe_capture_data(lightmap : Int64, points : Pointer(Void), point_sh : Pointer(Void), tetrahedra : Pointer(Void), bsp_tree : Pointer(Void)) : Void #

[View source]
def lightmap_set_probe_capture_update_speed(speed : Float64) : Void #

[View source]
def lightmap_set_probe_interior(lightmap : Int64, interior : Bool) : Void #

[View source]
def lightmap_set_textures(lightmap : Int64, light : Int64, uses_sh : Bool) : Void #

[View source]
def lightmaps_set_bicubic_filter(enable : Bool) : Void #

[View source]
def make_sphere_mesh(latitudes : Int64, longitudes : Int64, radius : Float64) : Int64 #

[View source]
def material_create : Int64 #

[View source]
def material_get_param(material : Int64, parameter : String) : Pointer(Void) #

[View source]
def material_set_next_pass(material : Int64, next_material : Int64) : Void #

[View source]
def material_set_param(material : Int64, parameter : String, value : Pointer(Void)) : Void #

[View source]
def material_set_render_priority(material : Int64, priority : Int64) : Void #

[View source]
def material_set_shader(shader_material : Int64, shader : Int64) : Void #

[View source]
def material_set_use_debanding(enable : Bool) : Void #

[View source]
def mesh_add_surface(mesh : Int64, surface : Pointer(Void)) : Void #

[View source]
def mesh_add_surface_from_arrays(mesh : Int64, primitive : Int64, arrays : Godot::Array, blend_shapes : Godot::Array, lods : Pointer(Void), compress_format : Int64) : Void #

[View source]
def mesh_clear(mesh : Int64) : Void #

[View source]
def mesh_create : Int64 #

[View source]
def mesh_create_from_surfaces(surfaces : Godot::Array, blend_shape_count : Int64) : Int64 #

[View source]
def mesh_get_blend_shape_count(mesh : Int64) : Int64 #

[View source]
def mesh_get_blend_shape_mode(mesh : Int64) : Int64 #

[View source]
def mesh_get_custom_aabb(mesh : Int64) : AABB #

[View source]
def mesh_get_surface(mesh : Int64, surface : Int64) : Pointer(Void) #

[View source]
def mesh_get_surface_count(mesh : Int64) : Int64 #

[View source]
def mesh_set_blend_shape_mode(mesh : Int64, mode : Int64) : Void #

[View source]
def mesh_set_custom_aabb(mesh : Int64, aabb : AABB) : Void #

[View source]
def mesh_set_shadow_mesh(mesh : Int64, shadow_mesh : Int64) : Void #

[View source]
def mesh_surface_get_arrays(mesh : Int64, surface : Int64) : Godot::Array #

[View source]
def mesh_surface_get_attribute_buffer_rd_rid(mesh : Int64, surface : Int64) : Int64 #

[View source]
def mesh_surface_get_blend_shape_arrays(mesh : Int64, surface : Int64) : Godot::Array #

[View source]
def mesh_surface_get_format_attribute_stride(format : Int64, vertex_count : Int64) : Int64 #

[View source]
def mesh_surface_get_format_index_stride(format : Int64, vertex_count : Int64) : Int64 #

[View source]
def mesh_surface_get_format_normal_tangent_stride(format : Int64, vertex_count : Int64) : Int64 #

[View source]
def mesh_surface_get_format_offset(format : Int64, vertex_count : Int64, array_index : Int64) : Int64 #

[View source]
def mesh_surface_get_format_skin_stride(format : Int64, vertex_count : Int64) : Int64 #

[View source]
def mesh_surface_get_format_vertex_stride(format : Int64, vertex_count : Int64) : Int64 #

[View source]
def mesh_surface_get_index_buffer_rd_rid(mesh : Int64, surface : Int64) : Int64 #

[View source]
def mesh_surface_get_material(mesh : Int64, surface : Int64) : Int64 #

[View source]
def mesh_surface_get_skin_buffer_rd_rid(mesh : Int64, surface : Int64) : Int64 #

[View source]
def mesh_surface_get_vertex_buffer_rd_rid(mesh : Int64, surface : Int64) : Int64 #

[View source]
def mesh_surface_remove(mesh : Int64, surface : Int64) : Void #

[View source]
def mesh_surface_set_material(mesh : Int64, surface : Int64, material : Int64) : Void #

[View source]
def mesh_surface_update_attribute_region(mesh : Int64, surface : Int64, offset : Int64, data : Pointer(Void)) : Void #

[View source]
def mesh_surface_update_index_region(mesh : Int64, surface : Int64, offset : Int64, data : Pointer(Void)) : Void #

[View source]
def mesh_surface_update_skin_region(mesh : Int64, surface : Int64, offset : Int64, data : Pointer(Void)) : Void #

[View source]
def mesh_surface_update_vertex_region(mesh : Int64, surface : Int64, offset : Int64, data : Pointer(Void)) : Void #

[View source]
def multimesh_allocate_data(multimesh : Int64, instances : Int64, transform_format : Int64, color_format : Bool, custom_data_format : Bool, use_indirect : Bool) : Void #

[View source]
def multimesh_create : Int64 #

[View source]
def multimesh_get_aabb(multimesh : Int64) : AABB #

[View source]
def multimesh_get_buffer(multimesh : Int64) : Pointer(Void) #

[View source]
def multimesh_get_buffer_rd_rid(multimesh : Int64) : Int64 #

[View source]
def multimesh_get_command_buffer_rd_rid(multimesh : Int64) : Int64 #

[View source]
def multimesh_get_custom_aabb(multimesh : Int64) : AABB #

[View source]
def multimesh_get_instance_count(multimesh : Int64) : Int64 #

[View source]
def multimesh_get_mesh(multimesh : Int64) : Int64 #

[View source]
def multimesh_get_visible_instances(multimesh : Int64) : Int64 #

[View source]
def multimesh_instance_get_color(multimesh : Int64, index : Int64) : Color #

[View source]
def multimesh_instance_get_custom_data(multimesh : Int64, index : Int64) : Color #

[View source]
def multimesh_instance_get_transform(multimesh : Int64, index : Int64) : Transform3D #

[View source]
def multimesh_instance_get_transform_2d(multimesh : Int64, index : Int64) : Transform2D #

[View source]
def multimesh_instance_reset_physics_interpolation(multimesh : Int64, index : Int64) : Void #

[View source]
def multimesh_instance_set_color(multimesh : Int64, index : Int64, color : Color) : Void #

[View source]
def multimesh_instance_set_custom_data(multimesh : Int64, index : Int64, custom_data : Color) : Void #

[View source]
def multimesh_instance_set_transform(multimesh : Int64, index : Int64, transform : Transform3D) : Void #

[View source]
def multimesh_instance_set_transform_2d(multimesh : Int64, index : Int64, transform : Transform2D) : Void #

[View source]
def multimesh_instances_reset_physics_interpolation(multimesh : Int64) : Void #

[View source]
def multimesh_set_buffer(multimesh : Int64, buffer : Pointer(Void)) : Void #

[View source]
def multimesh_set_buffer_interpolated(multimesh : Int64, buffer : Pointer(Void), buffer_previous : Pointer(Void)) : Void #

[View source]
def multimesh_set_custom_aabb(multimesh : Int64, aabb : AABB) : Void #

[View source]
def multimesh_set_mesh(multimesh : Int64, mesh : Int64) : Void #

[View source]
def multimesh_set_physics_interpolated(multimesh : Int64, interpolated : Bool) : Void #

[View source]
def multimesh_set_physics_interpolation_quality(multimesh : Int64, quality : Int64) : Void #

[View source]
def multimesh_set_visible_instances(multimesh : Int64, visible : Int64) : Void #

[View source]
def occluder_create : Int64 #

[View source]
def occluder_set_mesh(occluder : Int64, vertices : Pointer(Void), indices : Pointer(Void)) : Void #

[View source]
def omni_light_create : Int64 #

[View source]
def particles_collision_create : Int64 #

[View source]
def particles_collision_height_field_update(particles_collision : Int64) : Void #

[View source]
def particles_collision_set_attractor_attenuation(particles_collision : Int64, curve : Float64) : Void #

[View source]
def particles_collision_set_attractor_directionality(particles_collision : Int64, amount : Float64) : Void #

[View source]
def particles_collision_set_attractor_strength(particles_collision : Int64, strength : Float64) : Void #

[View source]
def particles_collision_set_box_extents(particles_collision : Int64, extents : Vector3) : Void #

[View source]
def particles_collision_set_collision_type(particles_collision : Int64, get_type : Int64) : Void #

[View source]
def particles_collision_set_cull_mask(particles_collision : Int64, mask : Int64) : Void #

[View source]
def particles_collision_set_field_texture(particles_collision : Int64, texture : Int64) : Void #

[View source]
def particles_collision_set_height_field_mask(particles_collision : Int64, mask : Int64) : Void #

[View source]
def particles_collision_set_height_field_resolution(particles_collision : Int64, resolution : Int64) : Void #

[View source]
def particles_collision_set_sphere_radius(particles_collision : Int64, radius : Float64) : Void #

[View source]
def particles_create : Int64 #

[View source]
def particles_emit(particles : Int64, transform : Transform3D, velocity : Vector3, color : Color, custom : Color, emit_flags : Int64) : Void #

[View source]
def particles_get_current_aabb(particles : Int64) : AABB #

[View source]
def particles_get_emitting(particles : Int64) : Bool #

[View source]
def particles_is_inactive(particles : Int64) : Bool #

[View source]
def particles_request_process(particles : Int64) : Void #

[View source]
def particles_request_process_time(particles : Int64, process_time : Float64, process_time_residual : Float64) : Void #

[View source]
def particles_restart(particles : Int64) : Void #

[View source]
def particles_set_amount(particles : Int64, amount : Int64) : Void #

[View source]
def particles_set_amount_ratio(particles : Int64, ratio : Float64) : Void #

[View source]
def particles_set_collision_base_size(particles : Int64, size : Float64) : Void #

[View source]
def particles_set_custom_aabb(particles : Int64, aabb : AABB) : Void #

[View source]
def particles_set_draw_order(particles : Int64, order : Int64) : Void #

[View source]
def particles_set_draw_pass_mesh(particles : Int64, pass : Int64, mesh : Int64) : Void #

[View source]
def particles_set_draw_passes(particles : Int64, count : Int64) : Void #

[View source]
def particles_set_emission_transform(particles : Int64, transform : Transform3D) : Void #

[View source]
def particles_set_emitter_velocity(particles : Int64, velocity : Vector3) : Void #

[View source]
def particles_set_emitting(particles : Int64, emitting : Bool) : Void #

[View source]
def particles_set_explosiveness_ratio(particles : Int64, ratio : Float64) : Void #

[View source]
def particles_set_fixed_fps(particles : Int64, fps : Int64) : Void #

[View source]
def particles_set_fractional_delta(particles : Int64, enable : Bool) : Void #

[View source]
def particles_set_interp_to_end(particles : Int64, factor : Float64) : Void #

[View source]
def particles_set_interpolate(particles : Int64, enable : Bool) : Void #

[View source]
def particles_set_lifetime(particles : Int64, lifetime : Float64) : Void #

[View source]
def particles_set_mode(particles : Int64, mode : Int64) : Void #

[View source]
def particles_set_one_shot(particles : Int64, one_shot : Bool) : Void #

[View source]
def particles_set_pre_process_time(particles : Int64, time : Float64) : Void #

[View source]
def particles_set_process_material(particles : Int64, material : Int64) : Void #

[View source]
def particles_set_randomness_ratio(particles : Int64, ratio : Float64) : Void #

[View source]
def particles_set_speed_scale(particles : Int64, scale : Float64) : Void #

[View source]
def particles_set_subemitter(particles : Int64, subemitter_particles : Int64) : Void #

[View source]
def particles_set_trail_bind_poses(particles : Int64, bind_poses : Godot::Array) : Void #

[View source]
def particles_set_trails(particles : Int64, enable : Bool, length_sec : Float64) : Void #

[View source]
def particles_set_transform_align(particles : Int64, align : Int64) : Void #

[View source]
def particles_set_transform_align_axis(particles : Int64, rotation_axis : Int64) : Void #

[View source]
def particles_set_transform_align_channel_filter(particles : Int64, channel_filter : Int64) : Void #

[View source]
def particles_set_use_local_coordinates(particles : Int64, enable : Bool) : Void #

[View source]
def positional_soft_shadow_filter_set_quality(quality : Int64) : Void #

[View source]
def reflection_probe_create : Int64 #

[View source]
def reflection_probe_set_ambient_color(probe : Int64, color : Color) : Void #

[View source]
def reflection_probe_set_ambient_energy(probe : Int64, energy : Float64) : Void #

[View source]
def reflection_probe_set_ambient_mode(probe : Int64, mode : Int64) : Void #

[View source]
def reflection_probe_set_as_interior(probe : Int64, enable : Bool) : Void #

[View source]
def reflection_probe_set_blend_distance(probe : Int64, blend_distance : Float64) : Void #

[View source]
def reflection_probe_set_cull_mask(probe : Int64, layers : Int64) : Void #

[View source]
def reflection_probe_set_enable_box_projection(probe : Int64, enable : Bool) : Void #

[View source]
def reflection_probe_set_enable_shadows(probe : Int64, enable : Bool) : Void #

[View source]
def reflection_probe_set_intensity(probe : Int64, intensity : Float64) : Void #

[View source]
def reflection_probe_set_max_distance(probe : Int64, distance : Float64) : Void #

[View source]
def reflection_probe_set_mesh_lod_threshold(probe : Int64, pixels : Float64) : Void #

[View source]
def reflection_probe_set_origin_offset(probe : Int64, offset : Vector3) : Void #

[View source]
def reflection_probe_set_reflection_mask(probe : Int64, layers : Int64) : Void #

[View source]
def reflection_probe_set_resolution(probe : Int64, resolution : Int64) : Void #

[View source]
def reflection_probe_set_size(probe : Int64, size : Vector3) : Void #

[View source]
def reflection_probe_set_update_mode(probe : Int64, mode : Int64) : Void #

[View source]
def render_loop_enabled #

Property #render_loop_enabled getter


[View source]
def render_loop_enabled=(val) #

Property #render_loop_enabled setter


[View source]
def render_loop_enabled? #

[View source]
def request_frame_drawn_callback(callable : Pointer(Void)) : Void #

[View source]
def scenario_create : Int64 #

[View source]
def scenario_set_camera_attributes(scenario : Int64, effects : Int64) : Void #

[View source]
def scenario_set_compositor(scenario : Int64, compositor : Int64) : Void #

[View source]
def scenario_set_environment(scenario : Int64, environment : Int64) : Void #

[View source]
def scenario_set_fallback_environment(scenario : Int64, environment : Int64) : Void #

[View source]
def screen_space_roughness_limiter_set_active(enable : Bool, amount : Float64, limit : Float64) : Void #

[View source]
def set_boot_image(image : Image, color : Color, scale : Bool, use_filter : Bool) : Void #

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def set_boot_image_with_stretch(image : Image, color : Color, stretch_mode : Int64, use_filter : Bool) : Void #

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def set_debug_generate_wireframes(generate : Bool) : Void #

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def set_default_clear_color(color : Color) : Void #

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def set_render_loop_enabled(enabled : Bool) : Void #

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def shader_create : Int64 #

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def shader_get_code(shader : Int64) : String #

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def shader_get_default_texture_parameter(shader : Int64, name : String, index : Int64) : Int64 #

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def shader_get_parameter_default(shader : Int64, name : String) : Pointer(Void) #

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def shader_set_code(shader : Int64, code : String) : Void #

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def shader_set_default_texture_parameter(shader : Int64, name : String, texture : Int64, index : Int64) : Void #

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def shader_set_path_hint(shader : Int64, path : String) : Void #

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def skeleton_allocate_data(skeleton : Int64, bones : Int64, is_2d_skeleton : Bool) : Void #

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def skeleton_bone_get_transform(skeleton : Int64, bone : Int64) : Transform3D #

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def skeleton_bone_get_transform_2d(skeleton : Int64, bone : Int64) : Transform2D #

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def skeleton_bone_set_transform(skeleton : Int64, bone : Int64, transform : Transform3D) : Void #

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def skeleton_bone_set_transform_2d(skeleton : Int64, bone : Int64, transform : Transform2D) : Void #

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def skeleton_create : Int64 #

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def skeleton_get_bone_count(skeleton : Int64) : Int64 #

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def skeleton_set_base_transform_2d(skeleton : Int64, base_transform : Transform2D) : Void #

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def sky_bake_panorama(sky : Int64, energy : Float64, bake_irradiance : Bool, size : Vector2i) : Image #

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def sky_create : Int64 #

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def sky_set_material(sky : Int64, material : Int64) : Void #

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def sky_set_mode(sky : Int64, mode : Int64) : Void #

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def sky_set_radiance_size(sky : Int64, radiance_size : Int64) : Void #

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def spot_light_create : Int64 #

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def sub_surface_scattering_set_quality(quality : Int64) : Void #

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def sub_surface_scattering_set_scale(scale : Float64, depth_scale : Float64) : Void #

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def texture_2d_create(image : Image) : Int64 #

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def texture_2d_get(texture : Int64) : Image #

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def texture_2d_layer_get(texture : Int64, layer : Int64) : Image #

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def texture_2d_layered_create(layers : Godot::Array, layered_type : Int64) : Int64 #

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def texture_2d_layered_placeholder_create(layered_type : Int64) : Int64 #

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def texture_2d_placeholder_create : Int64 #

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def texture_2d_update(texture : Int64, image : Image, layer : Int64) : Void #

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def texture_3d_create(format : Int64, width : Int64, height : Int64, depth : Int64, mipmaps : Bool, data : Godot::Array) : Int64 #

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def texture_3d_get(texture : Int64) : Godot::Array #

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def texture_3d_placeholder_create : Int64 #

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def texture_3d_update(texture : Int64, data : Godot::Array) : Void #

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def texture_create_from_native_handle(get_type : Int64, format : Int64, native_handle : Int64, width : Int64, height : Int64, depth : Int64, layers : Int64, layered_type : Int64) : Int64 #

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def texture_drawable_blit_rect(textures : Godot::Array, rect : Rect2i, material : Int64, modulate : Color, source_textures : Godot::Array, to_mipmap : Int64) : Void #

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def texture_drawable_create(width : Int64, height : Int64, format : Int64, color : Color, with_mipmaps : Bool) : Int64 #

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def texture_drawable_generate_mipmaps(texture : Int64) : Void #

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def texture_drawable_get_default_material : Int64 #

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def texture_get_format(texture : Int64) : Int64 #

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def texture_get_native_handle(texture : Int64, srgb : Bool) : Int64 #

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def texture_get_path(texture : Int64) : String #

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def texture_get_rd_texture(texture : Int64, srgb : Bool) : Int64 #

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def texture_proxy_create(base : Int64) : Int64 #

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def texture_proxy_update(texture : Int64, proxy_to : Int64) : Void #

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def texture_rd_create(rd_texture : Int64, layer_type : Int64) : Int64 #

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def texture_replace(texture : Int64, by_texture : Int64) : Void #

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def texture_replace_compatible(texture : Int64, by_texture : Int64) : Void #

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def texture_set_force_redraw_if_visible(texture : Int64, enable : Bool) : Void #

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def texture_set_path(texture : Int64, path : String) : Void #

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def texture_set_size_override(texture : Int64, width : Int64, height : Int64) : Void #

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def viewport_attach_camera(viewport : Int64, camera : Int64) : Void #

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def viewport_attach_canvas(viewport : Int64, canvas : Int64) : Void #

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def viewport_attach_to_screen(viewport : Int64, rect : Rect2, screen : Int64) : Void #

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def viewport_create : Int64 #

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def viewport_get_measured_render_time_cpu(viewport : Int64) : Float64 #

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def viewport_get_measured_render_time_gpu(viewport : Int64) : Float64 #

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def viewport_get_render_info(viewport : Int64, get_type : Int64, info : Int64) : Int64 #

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def viewport_get_render_target(viewport : Int64) : Int64 #

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def viewport_get_texture(viewport : Int64) : Int64 #

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def viewport_get_update_mode(viewport : Int64) : Int64 #

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def viewport_remove_canvas(viewport : Int64, canvas : Int64) : Void #

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def viewport_set_active(viewport : Int64, active : Bool) : Void #

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def viewport_set_anisotropic_filtering_level(viewport : Int64, anisotropic_filtering_level : Int64) : Void #

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def viewport_set_canvas_cull_mask(viewport : Int64, canvas_cull_mask : Int64) : Void #

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def viewport_set_canvas_stacking(viewport : Int64, canvas : Int64, layer : Int64, sublayer : Int64) : Void #

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def viewport_set_canvas_transform(viewport : Int64, canvas : Int64, offset : Transform2D) : Void #

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def viewport_set_clear_mode(viewport : Int64, clear_mode : Int64) : Void #

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def viewport_set_debug_draw(viewport : Int64, draw : Int64) : Void #

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def viewport_set_default_canvas_item_texture_filter(viewport : Int64, filter : Int64) : Void #

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def viewport_set_default_canvas_item_texture_repeat(viewport : Int64, repeat : Int64) : Void #

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def viewport_set_disable_2d(viewport : Int64, disable : Bool) : Void #

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def viewport_set_disable_3d(viewport : Int64, disable : Bool) : Void #

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def viewport_set_environment_mode(viewport : Int64, mode : Int64) : Void #

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def viewport_set_fsr_sharpness(viewport : Int64, sharpness : Float64) : Void #

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def viewport_set_global_canvas_transform(viewport : Int64, transform : Transform2D) : Void #

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def viewport_set_measure_render_time(viewport : Int64, enable : Bool) : Void #

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def viewport_set_msaa_2d(viewport : Int64, msaa : Int64) : Void #

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def viewport_set_msaa_3d(viewport : Int64, msaa : Int64) : Void #

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def viewport_set_occlusion_culling_build_quality(quality : Int64) : Void #

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def viewport_set_occlusion_rays_per_thread(rays_per_thread : Int64) : Void #

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def viewport_set_parent_viewport(viewport : Int64, parent_viewport : Int64) : Void #

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def viewport_set_positional_shadow_atlas_quadrant_subdivision(viewport : Int64, quadrant : Int64, subdivision : Int64) : Void #

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def viewport_set_positional_shadow_atlas_size(viewport : Int64, size : Int64, use_16_bits : Bool) : Void #

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def viewport_set_render_direct_to_screen(viewport : Int64, enabled : Bool) : Void #

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def viewport_set_scaling_3d_mode(viewport : Int64, scaling_3d_mode : Int64) : Void #

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def viewport_set_scaling_3d_scale(viewport : Int64, scale : Float64) : Void #

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def viewport_set_scenario(viewport : Int64, scenario : Int64) : Void #

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def viewport_set_screen_space_aa(viewport : Int64, mode : Int64) : Void #

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def viewport_set_sdf_oversize_and_scale(viewport : Int64, oversize : Int64, scale : Int64) : Void #

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def viewport_set_size(viewport : Int64, width : Int64, height : Int64, view_count : Int64) : Void #

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def viewport_set_snap_2d_transforms_to_pixel(viewport : Int64, enabled : Bool) : Void #

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def viewport_set_snap_2d_vertices_to_pixel(viewport : Int64, enabled : Bool) : Void #

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def viewport_set_texture_mipmap_bias(viewport : Int64, mipmap_bias : Float64) : Void #

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def viewport_set_transparent_background(viewport : Int64, enabled : Bool) : Void #

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def viewport_set_update_mode(viewport : Int64, update_mode : Int64) : Void #

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def viewport_set_use_debanding(viewport : Int64, enable : Bool) : Void #

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def viewport_set_use_hdr_2d(viewport : Int64, enabled : Bool) : Void #

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def viewport_set_use_occlusion_culling(viewport : Int64, enable : Bool) : Void #

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def viewport_set_use_taa(viewport : Int64, enable : Bool) : Void #

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def viewport_set_use_xr(viewport : Int64, use_xr : Bool) : Void #

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def viewport_set_vrs_mode(viewport : Int64, mode : Int64) : Void #

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def viewport_set_vrs_texture(viewport : Int64, texture : Int64) : Void #

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def viewport_set_vrs_update_mode(viewport : Int64, mode : Int64) : Void #

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def visibility_notifier_create : Int64 #

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def visibility_notifier_set_aabb(notifier : Int64, aabb : AABB) : Void #

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def visibility_notifier_set_callbacks(notifier : Int64, enter_callable : Pointer(Void), exit_callable : Pointer(Void)) : Void #

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def voxel_gi_allocate_data(voxel_gi : Int64, to_cell_xform : Transform3D, aabb : AABB, octree_size : Vector3i, octree_cells : Pointer(Void), data_cells : Pointer(Void), distance_field : Pointer(Void), level_counts : Pointer(Void)) : Void #

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def voxel_gi_create : Int64 #

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def voxel_gi_get_data_cells(voxel_gi : Int64) : Pointer(Void) #

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def voxel_gi_get_distance_field(voxel_gi : Int64) : Pointer(Void) #

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def voxel_gi_get_level_counts(voxel_gi : Int64) : Pointer(Void) #

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def voxel_gi_get_octree_cells(voxel_gi : Int64) : Pointer(Void) #

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def voxel_gi_get_octree_size(voxel_gi : Int64) : Vector3i #

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def voxel_gi_get_to_cell_xform(voxel_gi : Int64) : Transform3D #

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def voxel_gi_set_baked_exposure_normalization(voxel_gi : Int64, baked_exposure : Float64) : Void #

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def voxel_gi_set_bias(voxel_gi : Int64, bias : Float64) : Void #

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def voxel_gi_set_dynamic_range(voxel_gi : Int64, range : Float64) : Void #

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def voxel_gi_set_energy(voxel_gi : Int64, energy : Float64) : Void #

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def voxel_gi_set_interior(voxel_gi : Int64, enable : Bool) : Void #

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def voxel_gi_set_normal_bias(voxel_gi : Int64, bias : Float64) : Void #

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def voxel_gi_set_propagation(voxel_gi : Int64, amount : Float64) : Void #

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def voxel_gi_set_quality(quality : Int64) : Void #

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def voxel_gi_set_use_two_bounces(voxel_gi : Int64, enable : Bool) : Void #

[View source]