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.