SceneObjectFlagAccessorclass

objectSceneObjectFlagAccessor
Namespace
global
Assembly
Sandbox.Engine
Declaration
public class Sandbox.SceneObject.SceneObjectFlagAccessor

Properties14

Showing 14 properties

public bool Sandbox.SceneObject.SceneObjectFlagAccessor.ExcludeGameLayer { get; set; }PUBLICGETSET

Don't render in the opaque/translucent game passes. This is useful when you want to only render in the Bloom layer, rather than additionally to it.

Returns:bool

public bool Sandbox.SceneObject.SceneObjectFlagAccessor.IsStatic { get; set; }PUBLICGETSET

Whether this object is a static, permanent part of the world that never moves. Static objects can use cheaper rendering paths (e.g. we dont render them on dynamic shadowmaps ).

Returns:bool

public bool Sandbox.SceneObject.SceneObjectFlagAccessor.WantsFrameBufferCopy { get; set; }PUBLICGETSET

Automatically sets the "FrameBufferCopyTexture" attribute within the material. This does the same thing as Render.CopyFrameBuffer(); except automatically if the pass allows for it.

Returns:bool

On this page