Table of Contents

Enum RenderingDevice.InitialAction

Namespace
Godot
Assembly
GodotSharp.dll
public enum RenderingDevice.InitialAction : long

Fields

Clear = 0

Start rendering and clear the whole framebuffer.

ClearRegion = 1

Start rendering and clear the framebuffer in the specified region.

ClearRegionContinue = 2

Continue rendering and clear the framebuffer in the specified region. Framebuffer must have been left in Continue state as the final action previously.

Continue = 5

Continue rendering. Framebuffer must have been left in Continue state as the final action previously.

Drop = 4

Start rendering, ignore what is there; write above it. In general, this is the fastest option when you will be writing every single pixel and you don't need a clear color.

Keep = 3

Start rendering, but keep attached color texture contents. If the framebuffer was previously used to read in a shader, this will automatically insert a layout transition.

Max = 6

Represents the size of the RenderingDevice.InitialAction enum.