Structs
- The defining component for camera entities, storing information about how and what to render through this camera.
- Algorithmically-computed indication of whether an entity is visible and should be extracted for rendering
- Schedule which extract data from the main world and inserts it into the render world.
- Adds the
Image
as an asset and makes sure that they are extracted and prepared for the GPU. - Project a 3D space onto a 2D surface using parallel lines, i.e., unlike
PerspectiveProjection
, the size of objects remains the same regardless of their distance to the camera. - A 3D camera projection in which distant objects appear smaller than close objects.
- A shader, as defined by its
ShaderSource
andShaderStage
This is an “unprocessed” shader. It can contain preprocessor directives. - A
Bundle
of theVisibility
andComputedVisibility
Component
s, which describe the visibility of an entity.
Enums
- Configuration resource for Multi-Sample Anti-Aliasing.
- A configurable
CameraProjection
that can select its projection type at runtime. - User indication of whether an entity is visible. Propagates down the entity hierarchy.