Table of Contents

Class RDPipelineRasterizationState

Namespace
Godot
Assembly
GodotSharp.dll

This object is used by RenderingDevice.

public class RDPipelineRasterizationState : RefCounted, IDisposable
Inheritance
RDPipelineRasterizationState
Implements
Inherited Members

Constructors

RDPipelineRasterizationState()

public RDPipelineRasterizationState()

Properties

CullMode

The cull mode to use when drawing polygons, which determines whether front faces or backfaces are hidden.

public RenderingDevice.PolygonCullMode CullMode { get; set; }

Property Value

RenderingDevice.PolygonCullMode

DepthBiasClamp

public float DepthBiasClamp { get; set; }

Property Value

float

DepthBiasConstantFactor

public float DepthBiasConstantFactor { get; set; }

Property Value

float

DepthBiasEnabled

public bool DepthBiasEnabled { get; set; }

Property Value

bool

DepthBiasSlopeFactor

public float DepthBiasSlopeFactor { get; set; }

Property Value

float

DiscardPrimitives

If true, primitives are discarded immediately before the rasterization stage.

public bool DiscardPrimitives { get; set; }

Property Value

bool

EnableDepthClamp

public bool EnableDepthClamp { get; set; }

Property Value

bool

FrontFace

The winding order to use to determine which face of a triangle is considered its front face.

public RenderingDevice.PolygonFrontFace FrontFace { get; set; }

Property Value

RenderingDevice.PolygonFrontFace

LineWidth

The line width to use when drawing lines (in pixels). Thick lines may not be supported on all hardware.

public float LineWidth { get; set; }

Property Value

float

PatchControlPoints

The number of control points to use when drawing a patch with tessellation enabled. Higher values result in higher quality at the cost of performance.

public uint PatchControlPoints { get; set; }

Property Value

uint

Wireframe

If true, performs wireframe rendering for triangles instead of flat or textured rendering.

public bool Wireframe { get; set; }

Property Value

bool

Methods

HasGodotClassMethod(in godot_string_name)

Check if the type contains a method with the given name. This method is used by Godot to check if a method exists before invoking it. Do not call or override this method.

protected override bool HasGodotClassMethod(in godot_string_name method)

Parameters

method godot_string_name

Name of the method to check for.

Returns

bool

HasGodotClassSignal(in godot_string_name)

Check if the type contains a signal with the given name. This method is used by Godot to check if a signal exists before raising it. Do not call or override this method.

protected override bool HasGodotClassSignal(in godot_string_name signal)

Parameters

signal godot_string_name

Name of the signal to check for.

Returns

bool

InvokeGodotClassMethod(in godot_string_name, NativeVariantPtrArgs, out godot_variant)

Invokes the method with the given name, using the given arguments. This method is used by Godot to invoke methods from the engine side. Do not call or override this method.

protected override bool InvokeGodotClassMethod(in godot_string_name method, NativeVariantPtrArgs args, out godot_variant ret)

Parameters

method godot_string_name

Name of the method to invoke.

args NativeVariantPtrArgs

Arguments to use with the invoked method.

ret godot_variant

Value returned by the invoked method.

Returns

bool