Documentation
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Overview ¶
RDPipelineMultisampleState is used to control how multisample or supersample antialiasing is being performed when rendering using RenderingDevice.
Index ¶
- type Advanced
- type Any
- type Extension
- type ID
- type Instance
- func (self Instance) AsObject() [1]gd.Object
- func (self Instance) AsRDPipelineMultisampleState() Instance
- func (self Instance) AsRefCounted() [1]gd.RefCounted
- func (self Instance) EnableAlphaToCoverage() bool
- func (self Instance) EnableAlphaToOne() bool
- func (self Instance) EnableSampleShading() bool
- func (self Instance) ID() ID
- func (self Instance) MinSampleShading() Float.X
- func (self Instance) SampleCount() Rendering.TextureSamples
- func (self Instance) SampleMasks() []int
- func (self Instance) SetEnableAlphaToCoverage(value bool)
- func (self Instance) SetEnableAlphaToOne(value bool)
- func (self Instance) SetEnableSampleShading(value bool)
- func (self Instance) SetMinSampleShading(value Float.X)
- func (self *Instance) SetObject(obj [1]gd.Object) bool
- func (self Instance) SetSampleCount(value Rendering.TextureSamples)
- func (self Instance) SetSampleMasks(value []int)
- func (self Instance) Virtual(name string) reflect.Value
Constants ¶
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Variables ¶
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Functions ¶
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Types ¶
type Advanced ¶
type Advanced = class
Advanced exposes a 1:1 low-level instance of the class, undocumented, for those who know what they are doing.
type Extension ¶
Extension can be embedded in a new struct to create an extension of this class. T should be the type that is embedding this Extension
func (*Extension[T]) AsRDPipelineMultisampleState ¶
func (*Extension[T]) AsRefCounted ¶
func (self *Extension[T]) AsRefCounted() [1]gd.RefCounted
type ID ¶
ID is a typed object ID (reference) to an instance of this class, use it to store references to objects with unknown lifetimes, as an ID will not panic on use if the underlying object has been destroyed.
type Instance ¶
type Instance [1]gdclass.RDPipelineMultisampleState
Instance of the class with convieniently typed arguments and results.
var Nil Instance
Nil is a nil/null instance of the class. Equivalent to the zero value.
func (Instance) AsRDPipelineMultisampleState ¶
func (Instance) AsRefCounted ¶
func (self Instance) AsRefCounted() [1]gd.RefCounted
func (Instance) EnableAlphaToCoverage ¶
If true, alpha to coverage is enabled. This generates a temporary coverage value based on the alpha component of the fragment's first color output. This allows alpha transparency to make use of multisample antialiasing.
func (Instance) EnableAlphaToOne ¶
If true, alpha is forced to either 0.0 or 1.0. This allows hardening the edges of antialiased alpha transparencies. Only relevant if EnableAlphaToCoverage is true.
func (Instance) EnableSampleShading ¶
If true, enables per-sample shading which replaces MSAA by SSAA. This provides higher quality antialiasing that works with transparent (alpha scissor) edges. This has a very high performance cost. See also MinSampleShading. See the per-sample shading Vulkan documentation for more details.
func (Instance) MinSampleShading ¶
The multiplier of SampleCount that determines how many samples are performed for each fragment. Must be between 0.0 and 1.0 (inclusive). Only effective if EnableSampleShading is true. If MinSampleShading is 1.0, fragment invocation must only read from the coverage index sample. Tile image access must not be used if EnableSampleShading is not 1.0.
func (Instance) SampleCount ¶
func (self Instance) SampleCount() Rendering.TextureSamples
The number of MSAA samples (or SSAA samples if EnableSampleShading is true) to perform. Higher values result in better antialiasing, at the cost of performance.
func (Instance) SampleMasks ¶
The sample mask array. See the sample mask Vulkan documentation for more details.
func (Instance) SetEnableAlphaToCoverage ¶
SetEnableAlphaToCoverage sets the property returned by [GetEnableAlphaToCoverage].
func (Instance) SetEnableAlphaToOne ¶
SetEnableAlphaToOne sets the property returned by [GetEnableAlphaToOne].
func (Instance) SetEnableSampleShading ¶
SetEnableSampleShading sets the property returned by [GetEnableSampleShading].
func (Instance) SetMinSampleShading ¶
SetMinSampleShading sets the property returned by [GetMinSampleShading].
func (Instance) SetSampleCount ¶
func (self Instance) SetSampleCount(value Rendering.TextureSamples)
SetSampleCount sets the property returned by [GetSampleCount].
func (Instance) SetSampleMasks ¶
SetSampleMasks sets the property returned by [GetSampleMasks].