godot/doc/classes/VisualServer.xml
Rémi Verschelde 482fdfb7f0
Merge pull request #34812 from clayjohn/DOCS-VisualServer
Updated many VisualServer functions
2020-01-05 09:28:47 +01:00

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="VisualServer" inherits="Object" category="Core" version="3.2">
<brief_description>
Server for anything visible.
</brief_description>
<description>
Server for anything visible. The visual server is the API backend for everything visible. The whole scene system mounts on it to display.
The visual server is completely opaque, the internals are entirely implementation specific and cannot be accessed.
</description>
<tutorials>
</tutorials>
<methods>
<method name="black_bars_set_images">
<return type="void">
</return>
<argument index="0" name="left" type="RID">
</argument>
<argument index="1" name="top" type="RID">
</argument>
<argument index="2" name="right" type="RID">
</argument>
<argument index="3" name="bottom" type="RID">
</argument>
<description>
Sets images to be rendered in the window margin.
</description>
</method>
<method name="black_bars_set_margins">
<return type="void">
</return>
<argument index="0" name="left" type="int">
</argument>
<argument index="1" name="top" type="int">
</argument>
<argument index="2" name="right" type="int">
</argument>
<argument index="3" name="bottom" type="int">
</argument>
<description>
Sets margin size, where black bars (or images, if [method black_bars_set_images] was used) are rendered.
</description>
</method>
<method name="camera_create">
<return type="RID">
</return>
<description>
Creates a camera and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]camera_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="camera_set_cull_mask">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="layers" type="int">
</argument>
<description>
Sets the cull mask associated with this camera. The cull mask describes which 3d layers are rendered by this camera. Equivalent to [member Camera.cull_mask].
</description>
</method>
<method name="camera_set_environment">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="env" type="RID">
</argument>
<description>
Sets the environment used by this camera. Equivalent to [member Camera.environment].
</description>
</method>
<method name="camera_set_frustum">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="size" type="float">
</argument>
<argument index="2" name="offset" type="Vector2">
</argument>
<argument index="3" name="z_near" type="float">
</argument>
<argument index="4" name="z_far" type="float">
</argument>
<description>
Sets camera to use frustum projection. This mode allows adjusting the [code]offset[/code] argument to create "tilted frustum" effects.
</description>
</method>
<method name="camera_set_orthogonal">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="size" type="float">
</argument>
<argument index="2" name="z_near" type="float">
</argument>
<argument index="3" name="z_far" type="float">
</argument>
<description>
Sets camera to use orthogonal projection, also known as orthographic projection. Objects remain the same size on the screen no matter how far away they are.
</description>
</method>
<method name="camera_set_perspective">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="fovy_degrees" type="float">
</argument>
<argument index="2" name="z_near" type="float">
</argument>
<argument index="3" name="z_far" type="float">
</argument>
<description>
Sets camera to use perspective projection. Objects on the screen becomes smaller when they are far away.
</description>
</method>
<method name="camera_set_transform">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
Sets [Transform] of camera.
</description>
</method>
<method name="camera_set_use_vertical_aspect">
<return type="void">
</return>
<argument index="0" name="camera" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
If [code]true[/code], preserves the horizontal aspect ratio which is equivalent to [constant Camera.KEEP_WIDTH]. If [code]false[/code], preserves the vertical aspect ratio which is equivalent to [constant Camera.KEEP_HEIGHT].
</description>
</method>
<method name="canvas_create">
<return type="RID">
</return>
<description>
Creates a canvas and returns the assigned [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="canvas_item_add_circle">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="pos" type="Vector2">
</argument>
<argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="color" type="Color">
</argument>
<description>
Adds a circle command to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_clip_ignore">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="ignore" type="bool">
</argument>
<description>
If ignore is [code]true[/code], the VisualServer does not perform clipping.
</description>
</method>
<method name="canvas_item_add_line">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="from" type="Vector2">
</argument>
<argument index="2" name="to" type="Vector2">
</argument>
<argument index="3" name="color" type="Color">
</argument>
<argument index="4" name="width" type="float" default="1.0">
</argument>
<argument index="5" name="antialiased" type="bool" default="false">
</argument>
<description>
Adds a line command to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_mesh">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="mesh" type="RID">
</argument>
<argument index="2" name="transform" type="Transform2D" default="Transform2D( 1, 0, 0, 1, 0, 0 )">
</argument>
<argument index="3" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="4" name="texture" type="RID">
</argument>
<argument index="5" name="normal_map" type="RID">
</argument>
<description>
Adds a mesh command to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_multimesh">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="mesh" type="RID">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<argument index="3" name="normal_map" type="RID">
</argument>
<description>
Adds a [MultiMesh] to the [CanvasItem]'s draw commands. Only affects its aabb at the moment.
</description>
</method>
<method name="canvas_item_add_nine_patch">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="source" type="Rect2">
</argument>
<argument index="3" name="texture" type="RID">
</argument>
<argument index="4" name="topleft" type="Vector2">
</argument>
<argument index="5" name="bottomright" type="Vector2">
</argument>
<argument index="6" name="x_axis_mode" type="int" enum="VisualServer.NinePatchAxisMode" default="0">
</argument>
<argument index="7" name="y_axis_mode" type="int" enum="VisualServer.NinePatchAxisMode" default="0">
</argument>
<argument index="8" name="draw_center" type="bool" default="true">
</argument>
<argument index="9" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="10" name="normal_map" type="RID">
</argument>
<description>
Adds a nine patch image to the [CanvasItem]'s draw commands.
See [NinePatchRect] for more explanation.
</description>
</method>
<method name="canvas_item_add_particles">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="particles" type="RID">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<argument index="3" name="normal_map" type="RID">
</argument>
<description>
Adds a particle system to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_polygon">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="points" type="PoolVector2Array">
</argument>
<argument index="2" name="colors" type="PoolColorArray">
</argument>
<argument index="3" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="4" name="texture" type="RID">
</argument>
<argument index="5" name="normal_map" type="RID">
</argument>
<argument index="6" name="antialiased" type="bool" default="false">
</argument>
<description>
Adds a polygon to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_polyline">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="points" type="PoolVector2Array">
</argument>
<argument index="2" name="colors" type="PoolColorArray">
</argument>
<argument index="3" name="width" type="float" default="1.0">
</argument>
<argument index="4" name="antialiased" type="bool" default="false">
</argument>
<description>
Adds a polyline, which is a line from multiple points with a width, to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_primitive">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="points" type="PoolVector2Array">
</argument>
<argument index="2" name="colors" type="PoolColorArray">
</argument>
<argument index="3" name="uvs" type="PoolVector2Array">
</argument>
<argument index="4" name="texture" type="RID">
</argument>
<argument index="5" name="width" type="float" default="1.0">
</argument>
<argument index="6" name="normal_map" type="RID">
</argument>
<description>
Adds a primitive to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_rect">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="color" type="Color">
</argument>
<description>
Adds a rectangle to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_set_transform">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Adds a [Transform2D] command to the [CanvasItem]'s draw commands.
This sets the extra_matrix uniform when executed. This affects the later commands of the canvas item.
</description>
</method>
<method name="canvas_item_add_texture_rect">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<argument index="3" name="tile" type="bool" default="false">
</argument>
<argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="5" name="transpose" type="bool" default="false">
</argument>
<argument index="6" name="normal_map" type="RID">
</argument>
<description>
Adds a textured rect to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_texture_rect_region">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="rect" type="Rect2">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<argument index="3" name="src_rect" type="Rect2">
</argument>
<argument index="4" name="modulate" type="Color" default="Color( 1, 1, 1, 1 )">
</argument>
<argument index="5" name="transpose" type="bool" default="false">
</argument>
<argument index="6" name="normal_map" type="RID">
</argument>
<argument index="7" name="clip_uv" type="bool" default="true">
</argument>
<description>
Adds a texture rect with region setting to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_add_triangle_array">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="indices" type="PoolIntArray">
</argument>
<argument index="2" name="points" type="PoolVector2Array">
</argument>
<argument index="3" name="colors" type="PoolColorArray">
</argument>
<argument index="4" name="uvs" type="PoolVector2Array" default="PoolVector2Array( )">
</argument>
<argument index="5" name="bones" type="PoolIntArray" default="PoolIntArray( )">
</argument>
<argument index="6" name="weights" type="PoolRealArray" default="PoolRealArray( )">
</argument>
<argument index="7" name="texture" type="RID">
</argument>
<argument index="8" name="count" type="int" default="-1">
</argument>
<argument index="9" name="normal_map" type="RID">
</argument>
<argument index="10" name="antialiased" type="bool" default="false">
</argument>
<argument index="11" name="antialiasing_use_indices" type="bool" default="false">
</argument>
<description>
Adds a triangle array to the [CanvasItem]'s draw commands.
</description>
</method>
<method name="canvas_item_clear">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<description>
Clears the [CanvasItem] and removes all commands in it.
</description>
</method>
<method name="canvas_item_create">
<return type="RID">
</return>
<description>
Creates a new [CanvasItem] and returns its [RID]. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_item_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="canvas_item_set_clip">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="clip" type="bool">
</argument>
<description>
Sets clipping for the [CanvasItem].
</description>
</method>
<method name="canvas_item_set_copy_to_backbuffer">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<argument index="2" name="rect" type="Rect2">
</argument>
<description>
Sets the [CanvasItem] to copy a rect to the backbuffer.
</description>
</method>
<method name="canvas_item_set_custom_rect">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="use_custom_rect" type="bool">
</argument>
<argument index="2" name="rect" type="Rect2" default="Rect2( 0, 0, 0, 0 )">
</argument>
<description>
Defines a custom drawing rectangle for the [CanvasItem].
</description>
</method>
<method name="canvas_item_set_distance_field_mode">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Enables the use of distance fields for GUI elements that are rendering distance field based fonts.
</description>
</method>
<method name="canvas_item_set_draw_behind_parent">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets [CanvasItem] to be drawn behind its parent.
</description>
</method>
<method name="canvas_item_set_draw_index">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
Sets the index for the [CanvasItem].
</description>
</method>
<method name="canvas_item_set_light_mask">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
The light mask. See [LightOccluder2D] for more information on light masks.
</description>
</method>
<method name="canvas_item_set_material">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="material" type="RID">
</argument>
<description>
Sets a new material to the [CanvasItem].
</description>
</method>
<method name="canvas_item_set_modulate">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color that modulates the [CanvasItem] and its children.
</description>
</method>
<method name="canvas_item_set_parent">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="parent" type="RID">
</argument>
<description>
Sets the parent for the [CanvasItem].
</description>
</method>
<method name="canvas_item_set_self_modulate">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color that modulates the [CanvasItem] without children.
</description>
</method>
<method name="canvas_item_set_sort_children_by_y">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets if [CanvasItem]'s children should be sorted by y-position.
</description>
</method>
<method name="canvas_item_set_transform">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets the [CanvasItem]'s [Transform2D].
</description>
</method>
<method name="canvas_item_set_use_parent_material">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets if the [CanvasItem] uses its parent's material.
</description>
</method>
<method name="canvas_item_set_visible">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="visible" type="bool">
</argument>
<description>
Sets if the canvas item (including its children) is visible.
</description>
</method>
<method name="canvas_item_set_z_as_relative_to_parent">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If this is enabled, the Z index of the parent will be added to the children's Z index.
</description>
</method>
<method name="canvas_item_set_z_index">
<return type="void">
</return>
<argument index="0" name="item" type="RID">
</argument>
<argument index="1" name="z_index" type="int">
</argument>
<description>
Sets the [CanvasItem]'s Z index, i.e. its draw order (lower indexes are drawn first).
</description>
</method>
<method name="canvas_light_attach_to_canvas">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<description>
Attaches the canvas light to the canvas. Removes it from its previous canvas.
</description>
</method>
<method name="canvas_light_create">
<return type="RID">
</return>
<description>
Creates a canvas light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="canvas_light_occluder_attach_to_canvas">
<return type="void">
</return>
<argument index="0" name="occluder" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<description>
Attaches a light occluder to the canvas. Removes it from its previous canvas.
</description>
</method>
<method name="canvas_light_occluder_create">
<return type="RID">
</return>
<description>
Creates a light occluder and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_light_ocluder_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="canvas_light_occluder_set_enabled">
<return type="void">
</return>
<argument index="0" name="occluder" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Enables or disables light occluder.
</description>
</method>
<method name="canvas_light_occluder_set_light_mask">
<return type="void">
</return>
<argument index="0" name="occluder" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
The light mask. See [LightOccluder2D] for more information on light masks.
</description>
</method>
<method name="canvas_light_occluder_set_polygon">
<return type="void">
</return>
<argument index="0" name="occluder" type="RID">
</argument>
<argument index="1" name="polygon" type="RID">
</argument>
<description>
Sets a light occluder's polygon.
</description>
</method>
<method name="canvas_light_occluder_set_transform">
<return type="void">
</return>
<argument index="0" name="occluder" type="RID">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets a light occluder's [Transform2D].
</description>
</method>
<method name="canvas_light_set_color">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color for a light.
</description>
</method>
<method name="canvas_light_set_enabled">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Enables or disables a canvas light.
</description>
</method>
<method name="canvas_light_set_energy">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="energy" type="float">
</argument>
<description>
Sets a canvas light's energy.
</description>
</method>
<method name="canvas_light_set_height">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="height" type="float">
</argument>
<description>
Sets a canvas light's height.
</description>
</method>
<method name="canvas_light_set_item_cull_mask">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
The light mask. See [LightOccluder2D] for more information on light masks.
</description>
</method>
<method name="canvas_light_set_item_shadow_cull_mask">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
The binary mask used to determine which layers this canvas light's shadows affects. See [LightOccluder2D] for more information on light masks.
</description>
</method>
<method name="canvas_light_set_layer_range">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="min_layer" type="int">
</argument>
<argument index="2" name="max_layer" type="int">
</argument>
<description>
The layer range that gets rendered with this light.
</description>
</method>
<method name="canvas_light_set_mode">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.CanvasLightMode">
</argument>
<description>
The mode of the light, see [enum CanvasLightMode] constants.
</description>
</method>
<method name="canvas_light_set_scale">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
Sets the texture's scale factor of the light. Equivalent to [member Light2D.texture_scale].
</description>
</method>
<method name="canvas_light_set_shadow_buffer_size">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="size" type="int">
</argument>
<description>
Sets the width of the shadow buffer, size gets scaled to the next power of two for this.
</description>
</method>
<method name="canvas_light_set_shadow_color">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color of the canvas light's shadow.
</description>
</method>
<method name="canvas_light_set_shadow_enabled">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Enables or disables the canvas light's shadow.
</description>
</method>
<method name="canvas_light_set_shadow_filter">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="filter" type="int" enum="VisualServer.CanvasLightShadowFilter">
</argument>
<description>
Sets the canvas light's shadow's filter, see [enum CanvasLightShadowFilter] constants.
</description>
</method>
<method name="canvas_light_set_shadow_gradient_length">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="length" type="float">
</argument>
<description>
Sets the length of the shadow's gradient.
</description>
</method>
<method name="canvas_light_set_shadow_smooth">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="smooth" type="float">
</argument>
<description>
Smoothens the shadow. The lower, the smoother.
</description>
</method>
<method name="canvas_light_set_texture">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="texture" type="RID">
</argument>
<description>
Sets texture to be used by light. Equivalent to [member Light2D.texture].
</description>
</method>
<method name="canvas_light_set_texture_offset">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="offset" type="Vector2">
</argument>
<description>
Sets the offset of the light's texture. Equivalent to [member Light2D.offset].
</description>
</method>
<method name="canvas_light_set_transform">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets the canvas light's [Transform2D].
</description>
</method>
<method name="canvas_light_set_z_range">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="min_z" type="int">
</argument>
<argument index="2" name="max_z" type="int">
</argument>
<description>
Sets the Z range of objects that will be affected by this light. Equivalent to [member Light2D.range_z_min] and [member Light2D.range_z_max].
</description>
</method>
<method name="canvas_occluder_polygon_create">
<return type="RID">
</return>
<description>
Creates a new light occluder polygon and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]canvas_occluder_polygon_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="canvas_occluder_polygon_set_cull_mode">
<return type="void">
</return>
<argument index="0" name="occluder_polygon" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.CanvasOccluderPolygonCullMode">
</argument>
<description>
Sets an occluder polygons cull mode. See [enum CanvasOccluderPolygonCullMode] constants.
</description>
</method>
<method name="canvas_occluder_polygon_set_shape">
<return type="void">
</return>
<argument index="0" name="occluder_polygon" type="RID">
</argument>
<argument index="1" name="shape" type="PoolVector2Array">
</argument>
<argument index="2" name="closed" type="bool">
</argument>
<description>
Sets the shape of the occluder polygon.
</description>
</method>
<method name="canvas_occluder_polygon_set_shape_as_lines">
<return type="void">
</return>
<argument index="0" name="occluder_polygon" type="RID">
</argument>
<argument index="1" name="shape" type="PoolVector2Array">
</argument>
<description>
Sets the shape of the occluder polygon as lines.
</description>
</method>
<method name="canvas_set_item_mirroring">
<return type="void">
</return>
<argument index="0" name="canvas" type="RID">
</argument>
<argument index="1" name="item" type="RID">
</argument>
<argument index="2" name="mirroring" type="Vector2">
</argument>
<description>
A copy of the canvas item will be drawn with a local offset of the mirroring [Vector2].
</description>
</method>
<method name="canvas_set_modulate">
<return type="void">
</return>
<argument index="0" name="canvas" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Modulates all colors in the given canvas.
</description>
</method>
<method name="directional_light_create">
<return type="RID">
</return>
<description>
Creates a directional light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this directional light to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="draw">
<return type="void">
</return>
<argument index="0" name="swap_buffers" type="bool" default="true">
</argument>
<argument index="1" name="frame_step" type="float" default="0.0">
</argument>
<description>
Draws a frame. [i]This method is deprecated[/i], please use [method force_draw] instead.
</description>
</method>
<method name="environment_create">
<return type="RID">
</return>
<description>
Creates an environment and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]environment_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="environment_set_adjustment">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="brightness" type="float">
</argument>
<argument index="3" name="contrast" type="float">
</argument>
<argument index="4" name="saturation" type="float">
</argument>
<argument index="5" name="ramp" type="RID">
</argument>
<description>
Sets the values to be used with the "Adjustment" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_ambient_light">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="energy" type="float" default="1.0">
</argument>
<argument index="3" name="sky_contibution" type="float" default="0.0">
</argument>
<description>
Sets the ambient light parameters. See [Environment] for more details.
</description>
</method>
<method name="environment_set_background">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="bg" type="int" enum="VisualServer.EnvironmentBG">
</argument>
<description>
Sets the [i]BGMode[/i] of the environment. Equivalent to [member Environment.background_mode].
</description>
</method>
<method name="environment_set_bg_color">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Color displayed for clear areas of the scene (if using Custom color or Color+Sky background modes).
</description>
</method>
<method name="environment_set_bg_energy">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="energy" type="float">
</argument>
<description>
Sets the intensity of the background color.
</description>
</method>
<method name="environment_set_canvas_max_layer">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="max_layer" type="int">
</argument>
<description>
Sets the maximum layer to use if using Canvas background mode.
</description>
</method>
<method name="environment_set_dof_blur_far">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="distance" type="float">
</argument>
<argument index="3" name="transition" type="float">
</argument>
<argument index="4" name="far_amount" type="float">
</argument>
<argument index="5" name="quality" type="int" enum="VisualServer.EnvironmentDOFBlurQuality">
</argument>
<description>
Sets the values to be used with the "DoF Far Blur" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_dof_blur_near">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="distance" type="float">
</argument>
<argument index="3" name="transition" type="float">
</argument>
<argument index="4" name="far_amount" type="float">
</argument>
<argument index="5" name="quality" type="int" enum="VisualServer.EnvironmentDOFBlurQuality">
</argument>
<description>
Sets the values to be used with the "DoF Near Blur" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_fog">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="color" type="Color">
</argument>
<argument index="3" name="sun_color" type="Color">
</argument>
<argument index="4" name="sun_amount" type="float">
</argument>
<description>
Sets the variables to be used with the scene fog. See [Environment] for more details.
</description>
</method>
<method name="environment_set_fog_depth">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="depth_begin" type="float">
</argument>
<argument index="3" name="depth_end" type="float">
</argument>
<argument index="4" name="depth_curve" type="float">
</argument>
<argument index="5" name="transmit" type="bool">
</argument>
<argument index="6" name="transmit_curve" type="float">
</argument>
<description>
Sets the variables to be used with the fog depth effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_fog_height">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="min_height" type="float">
</argument>
<argument index="3" name="max_height" type="float">
</argument>
<argument index="4" name="height_curve" type="float">
</argument>
<description>
Sets the variables to be used with the fog height effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_glow">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="level_flags" type="int">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
<argument index="4" name="strength" type="float">
</argument>
<argument index="5" name="bloom_threshold" type="float">
</argument>
<argument index="6" name="blend_mode" type="int" enum="VisualServer.EnvironmentGlowBlendMode">
</argument>
<argument index="7" name="hdr_bleed_threshold" type="float">
</argument>
<argument index="8" name="hdr_bleed_scale" type="float">
</argument>
<argument index="9" name="hdr_luminance_cap" type="float">
</argument>
<argument index="10" name="bicubic_upscale" type="bool">
</argument>
<description>
Sets the variables to be used with the "glow" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_sky">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="sky" type="RID">
</argument>
<description>
Sets the [Sky] to be used as the environment's background when using [i]BGMode[/i] sky. Equivalent to [member Environment.background_sky].
</description>
</method>
<method name="environment_set_sky_custom_fov">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
Sets a custom field of view for the background [Sky]. Equivalent to [member Environment.background_sky_custom_fov].
</description>
</method>
<method name="environment_set_sky_orientation">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="orientation" type="Basis">
</argument>
<description>
Sets the rotation of the background [Sky] expressed as a [Basis]. Equivalent to [member Environment.background_sky_orientation].
</description>
</method>
<method name="environment_set_ssao">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="radius" type="float">
</argument>
<argument index="3" name="intensity" type="float">
</argument>
<argument index="4" name="radius2" type="float">
</argument>
<argument index="5" name="intensity2" type="float">
</argument>
<argument index="6" name="bias" type="float">
</argument>
<argument index="7" name="light_affect" type="float">
</argument>
<argument index="8" name="ao_channel_affect" type="float">
</argument>
<argument index="9" name="color" type="Color">
</argument>
<argument index="10" name="quality" type="int" enum="VisualServer.EnvironmentSSAOQuality">
</argument>
<argument index="11" name="blur" type="int" enum="VisualServer.EnvironmentSSAOBlur">
</argument>
<argument index="12" name="bilateral_sharpness" type="float">
</argument>
<description>
Sets the variables to be used with the "Screen Space Ambient Occlusion (SSAO)" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_ssr">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<argument index="2" name="max_steps" type="int">
</argument>
<argument index="3" name="fade_in" type="float">
</argument>
<argument index="4" name="fade_out" type="float">
</argument>
<argument index="5" name="depth_tolerance" type="float">
</argument>
<argument index="6" name="roughness" type="bool">
</argument>
<description>
Sets the variables to be used with the "screen space reflections" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="environment_set_tonemap">
<return type="void">
</return>
<argument index="0" name="env" type="RID">
</argument>
<argument index="1" name="tone_mapper" type="int" enum="VisualServer.EnvironmentToneMapper">
</argument>
<argument index="2" name="exposure" type="float">
</argument>
<argument index="3" name="white" type="float">
</argument>
<argument index="4" name="auto_exposure" type="bool">
</argument>
<argument index="5" name="min_luminance" type="float">
</argument>
<argument index="6" name="max_luminance" type="float">
</argument>
<argument index="7" name="auto_exp_speed" type="float">
</argument>
<argument index="8" name="auto_exp_grey" type="float">
</argument>
<description>
Sets the variables to be used with the "tonemap" post-process effect. See [Environment] for more details.
</description>
</method>
<method name="finish">
<return type="void">
</return>
<description>
Removes buffers and clears testcubes.
</description>
</method>
<method name="force_draw">
<return type="void">
</return>
<argument index="0" name="swap_buffers" type="bool" default="true">
</argument>
<argument index="1" name="frame_step" type="float" default="0.0">
</argument>
<description>
Forces a frame to be drawn when the function is called. Drawing a frame updates all [Viewport]s that are set to update. Use with extreme caution.
</description>
</method>
<method name="force_sync">
<return type="void">
</return>
<description>
Synchronizes threads.
</description>
</method>
<method name="free_rid">
<return type="void">
</return>
<argument index="0" name="rid" type="RID">
</argument>
<description>
Tries to free an object in the VisualServer.
</description>
</method>
<method name="get_render_info">
<return type="int">
</return>
<argument index="0" name="info" type="int" enum="VisualServer.RenderInfo">
</argument>
<description>
Returns a certain information, see [enum RenderInfo] for options.
</description>
</method>
<method name="get_test_cube">
<return type="RID">
</return>
<description>
Returns the id of the test cube. Creates one if none exists.
</description>
</method>
<method name="get_test_texture">
<return type="RID">
</return>
<description>
Returns the id of the test texture. Creates one if none exists.
</description>
</method>
<method name="get_white_texture">
<return type="RID">
</return>
<description>
Returns the id of a white texture. Creates one if none exists.
</description>
</method>
<method name="gi_probe_create">
<return type="RID">
</return>
<description>
Creates a GI probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]gi_probe_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this GI probe to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="gi_probe_get_bias" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_bounds" qualifiers="const">
<return type="AABB">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_cell_size" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_dynamic_data" qualifiers="const">
<return type="PoolIntArray">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_dynamic_range" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_energy" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_normal_bias" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_propagation" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_get_to_cell_xform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_is_compressed" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_is_interior" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_bias">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="bias" type="float">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_bounds">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="bounds" type="AABB">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_cell_size">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="range" type="float">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_compress">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_dynamic_data">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="data" type="PoolIntArray">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_dynamic_range">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="range" type="int">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_energy">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="energy" type="float">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_interior">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_normal_bias">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="bias" type="float">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_propagation">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="propagation" type="float">
</argument>
<description>
</description>
</method>
<method name="gi_probe_set_to_cell_xform">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="xform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="has_changed" qualifiers="const">
<return type="bool">
</return>
<description>
Returns [code]true[/code] if changes have been made to the VisualServer's data. [method draw] is usually called if this happens.
</description>
</method>
<method name="has_feature" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="feature" type="int" enum="VisualServer.Features">
</argument>
<description>
Not yet implemented. Always returns [code]false[/code].
</description>
</method>
<method name="has_os_feature" qualifiers="const">
<return type="bool">
</return>
<argument index="0" name="feature" type="String">
</argument>
<description>
Returns [code]true[/code] if the OS supports a certain feature. Features might be s3tc, etc, etc2 and pvrtc,
</description>
</method>
<method name="immediate_begin">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="primitive" type="int" enum="VisualServer.PrimitiveType">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<description>
Sets up [ImmediateGeometry] internals to prepare for drawing. Equivalent to [method ImmediateGeometry.begin].
</description>
</method>
<method name="immediate_clear">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<description>
Clears everything that was set up between [method immediate_begin] and [method immediate_end]. Equivalent to [method ImmediateGeometry.clear].
</description>
</method>
<method name="immediate_color">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
Sets the color to be used with next vertex. Equivalent to [method ImmediateGeometry.set_color].
</description>
</method>
<method name="immediate_create">
<return type="RID">
</return>
<description>
Creates an immediate geometry and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]immediate_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this immediate geometry to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="immediate_end">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<description>
Ends drawing the [ImmediateGeometry] and displays it. Equivalent to [method ImmediateGeometry.end].
</description>
</method>
<method name="immediate_get_material" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<description>
Returns the material assigned to the [ImmediateGeometry].
</description>
</method>
<method name="immediate_normal">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="normal" type="Vector3">
</argument>
<description>
Sets the normal to be used with next vertex. Equivalent to [method ImmediateGeometry.set_normal].
</description>
</method>
<method name="immediate_set_material">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="material" type="RID">
</argument>
<description>
Sets the material to be used to draw the [ImmediateGeometry].
</description>
</method>
<method name="immediate_tangent">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="tangent" type="Plane">
</argument>
<description>
Sets the tangent to be used with next vertex. Equivalent to [method ImmediateGeometry.set_tangent].
</description>
</method>
<method name="immediate_uv">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="tex_uv" type="Vector2">
</argument>
<description>
Sets the UV to be used with next vertex. Equivalent to [method ImmediateGeometry.set_uv].
</description>
</method>
<method name="immediate_uv2">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="tex_uv" type="Vector2">
</argument>
<description>
Sets the UV2 to be used with next vertex. Equivalent to [method ImmediateGeometry.set_uv2].
</description>
</method>
<method name="immediate_vertex">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="vertex" type="Vector3">
</argument>
<description>
Adds the next vertex using the information provided in advance. Equivalent to [method ImmediateGeometry.add_vertex].
</description>
</method>
<method name="immediate_vertex_2d">
<return type="void">
</return>
<argument index="0" name="immediate" type="RID">
</argument>
<argument index="1" name="vertex" type="Vector2">
</argument>
<description>
Adds the next vertex using the information provided in advance. This is a helper class that calls [method immediate_vertex] under the hood. Equivalent to [method ImmediateGeometry.add_vertex].
</description>
</method>
<method name="init">
<return type="void">
</return>
<description>
Initializes the visual server. This function is called internally by platform-dependent code during engine initialization. If called from a running game, it will not do anything.
</description>
</method>
<method name="instance_attach_object_instance_id">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="id" type="int">
</argument>
<description>
Attaches a unique Object ID to instance. Object ID must be attached to instance for proper culling with [method instances_cull_aabb], [method instances_cull_convex], and [method instances_cull_ray].
</description>
</method>
<method name="instance_attach_skeleton">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="skeleton" type="RID">
</argument>
<description>
Attaches a skeleton to an instance. Removes the previous skeleton from the instance.
</description>
</method>
<method name="instance_create">
<return type="RID">
</return>
<description>
Creates a visual instance and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
An instance is a way of placing a 3D object in the scenario. Objects like particles, meshes, and reflection probes need to be associated with an instance to be visible in the scenario using [method instance_set_base].
</description>
</method>
<method name="instance_create2">
<return type="RID">
</return>
<argument index="0" name="base" type="RID">
</argument>
<argument index="1" name="scenario" type="RID">
</argument>
<description>
Creates a visual instance, adds it to the VisualServer, and sets both base and scenario. It can be accessed with the RID that is returned. This RID will be used in all [code]instance_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="instance_geometry_set_as_instance_lod">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="as_lod_of_instance" type="RID">
</argument>
<description>
Not implemented in Godot 3.x.
</description>
</method>
<method name="instance_geometry_set_cast_shadows_setting">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="shadow_casting_setting" type="int" enum="VisualServer.ShadowCastingSetting">
</argument>
<description>
Sets the shadow casting setting to one of [enum ShadowCastingSetting]. Equivalent to [member GeometryInstance.cast_shadow].
</description>
</method>
<method name="instance_geometry_set_draw_range">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="min" type="float">
</argument>
<argument index="2" name="max" type="float">
</argument>
<argument index="3" name="min_margin" type="float">
</argument>
<argument index="4" name="max_margin" type="float">
</argument>
<description>
Not implemented in Godot 3.x.
</description>
</method>
<method name="instance_geometry_set_flag">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="flag" type="int" enum="VisualServer.InstanceFlags">
</argument>
<argument index="2" name="enabled" type="bool">
</argument>
<description>
Sets the flag for a given [enum InstanceFlags]. See [enum InstanceFlags] for more details.
</description>
</method>
<method name="instance_geometry_set_material_override">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="material" type="RID">
</argument>
<description>
Sets a material that will override the material for all surfaces on the mesh associated with this instance. Equivalent to [member GeometryInstance.material_override].
</description>
</method>
<method name="instance_set_base">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="base" type="RID">
</argument>
<description>
Sets the base of the instance. A base can be any of the 3D objects that are created in the VisualServer that can be displayed. For example, any of the light types, mesh, multimesh, immediate geometry, particle system, reflection probe, lightmap capture, and the GI probe are all types that can be set as the base of an instance in order to be displayed in the scenario.
</description>
</method>
<method name="instance_set_blend_shape_weight">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="shape" type="int">
</argument>
<argument index="2" name="weight" type="float">
</argument>
<description>
Sets the weight for a given blend shape associated with this instance.
</description>
</method>
<method name="instance_set_custom_aabb">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="aabb" type="AABB">
</argument>
<description>
Sets a custom AABB to use when culling objects from the view frustum. Equivalent to [method GeometryInstance.set_custom_aabb].
</description>
</method>
<method name="instance_set_exterior">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Function not implemented in Godot 3.x.
</description>
</method>
<method name="instance_set_extra_visibility_margin">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="margin" type="float">
</argument>
<description>
Sets a margin to increase the size of the AABB when culling objects from the view frustum. This allows you avoid culling objects that fall outside the view frustum. Equivalent to [member GeometryInstance.extra_cull_margin].
</description>
</method>
<method name="instance_set_layer_mask">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
Sets the render layers that this instance will be drawn to. Equivalent to [member VisualInstance.layers].
</description>
</method>
<method name="instance_set_scenario">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="scenario" type="RID">
</argument>
<description>
Sets the scenario that the instance is in. The scenario is the 3D world that the objects will be displayed in.
</description>
</method>
<method name="instance_set_surface_material">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<argument index="2" name="material" type="RID">
</argument>
<description>
Sets the material of a specific surface. Equivalent to [method MeshInstance.set_surface_material].
</description>
</method>
<method name="instance_set_transform">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
Sets the world space transform of the instance. Equivalent to [member Spatial.transform].
</description>
</method>
<method name="instance_set_use_lightmap">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="lightmap_instance" type="RID">
</argument>
<argument index="2" name="lightmap" type="RID">
</argument>
<description>
Sets the lightmap to use with this instance.
</description>
</method>
<method name="instance_set_visible">
<return type="void">
</return>
<argument index="0" name="instance" type="RID">
</argument>
<argument index="1" name="visible" type="bool">
</argument>
<description>
Sets whether an instance is drawn or not. Equivalent to [member Spatial.visible].
</description>
</method>
<method name="instances_cull_aabb" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="aabb" type="AABB">
</argument>
<argument index="1" name="scenario" type="RID">
</argument>
<description>
Returns an array of object IDs intersecting with the provided AABB. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
<method name="instances_cull_convex" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="convex" type="Array">
</argument>
<argument index="1" name="scenario" type="RID">
</argument>
<description>
Returns an array of object IDs intersecting with the provided convex shape. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
<method name="instances_cull_ray" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="from" type="Vector3">
</argument>
<argument index="1" name="to" type="Vector3">
</argument>
<argument index="2" name="scenario" type="RID">
</argument>
<description>
Returns an array of object IDs intersecting with the provided 3D ray. Only visual 3D nodes are considered, such as [MeshInstance] or [DirectionalLight]. Use [method @GDScript.instance_from_id] to obtain the actual nodes. A scenario RID must be provided, which is available in the [World] you want to query.
[b]Warning:[/b] This function is primarily intended for editor usage. For in-game use cases, prefer physics collision.
</description>
</method>
<method name="light_directional_set_blend_splits">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="light_directional_set_shadow_depth_range_mode">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="range_mode" type="int" enum="VisualServer.LightDirectionalShadowDepthRangeMode">
</argument>
<description>
</description>
</method>
<method name="light_directional_set_shadow_mode">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.LightDirectionalShadowMode">
</argument>
<description>
</description>
</method>
<method name="light_omni_set_shadow_detail">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="detail" type="int" enum="VisualServer.LightOmniShadowDetail">
</argument>
<description>
</description>
</method>
<method name="light_omni_set_shadow_mode">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.LightOmniShadowMode">
</argument>
<description>
</description>
</method>
<method name="light_set_color">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="light_set_cull_mask">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="mask" type="int">
</argument>
<description>
</description>
</method>
<method name="light_set_negative">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="light_set_param">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="param" type="int" enum="VisualServer.LightParam">
</argument>
<argument index="2" name="value" type="float">
</argument>
<description>
</description>
</method>
<method name="light_set_projector">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="texture" type="RID">
</argument>
<description>
</description>
</method>
<method name="light_set_reverse_cull_face_mode">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="light_set_shadow">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
</description>
</method>
<method name="light_set_shadow_color">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="light_set_use_gi">
<return type="void">
</return>
<argument index="0" name="light" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
Sets whether GI probes capture light information from this light.
</description>
</method>
<method name="lightmap_capture_create">
<return type="RID">
</return>
<description>
Creates a lightmap capture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]lightmap_capture_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this lightmap capture to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="lightmap_capture_get_bounds" qualifiers="const">
<return type="AABB">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_get_energy" qualifiers="const">
<return type="float">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_get_octree" qualifiers="const">
<return type="PoolByteArray">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_get_octree_cell_subdiv" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_get_octree_cell_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_set_bounds">
<return type="void">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<argument index="1" name="bounds" type="AABB">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_set_energy">
<return type="void">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<argument index="1" name="energy" type="float">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_set_octree">
<return type="void">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<argument index="1" name="octree" type="PoolByteArray">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_set_octree_cell_subdiv">
<return type="void">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<argument index="1" name="subdiv" type="int">
</argument>
<description>
</description>
</method>
<method name="lightmap_capture_set_octree_cell_transform">
<return type="void">
</return>
<argument index="0" name="capture" type="RID">
</argument>
<argument index="1" name="xform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="make_sphere_mesh">
<return type="RID">
</return>
<argument index="0" name="latitudes" type="int">
</argument>
<argument index="1" name="longitudes" type="int">
</argument>
<argument index="2" name="radius" type="float">
</argument>
<description>
Returns a mesh of a sphere with the given amount of horizontal and vertical subdivisions.
</description>
</method>
<method name="material_create">
<return type="RID">
</return>
<description>
Creates an empty material and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]material_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="material_get_param" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="parameter" type="String">
</argument>
<description>
Returns the value of a certain material's parameter.
</description>
</method>
<method name="material_get_param_default" qualifiers="const">
<return type="Variant">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="parameter" type="String">
</argument>
<description>
</description>
</method>
<method name="material_get_shader" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="shader_material" type="RID">
</argument>
<description>
Returns the shader of a certain material's shader. Returns an empty RID if the material doesn't have a shader.
</description>
</method>
<method name="material_set_line_width">
<return type="void">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="width" type="float">
</argument>
<description>
Sets a material's line width.
</description>
</method>
<method name="material_set_next_pass">
<return type="void">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="next_material" type="RID">
</argument>
<description>
Sets an object's next material.
</description>
</method>
<method name="material_set_param">
<return type="void">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="parameter" type="String">
</argument>
<argument index="2" name="value" type="Variant">
</argument>
<description>
Sets a material's parameter.
</description>
</method>
<method name="material_set_render_priority">
<return type="void">
</return>
<argument index="0" name="material" type="RID">
</argument>
<argument index="1" name="priority" type="int">
</argument>
<description>
Sets a material's render priority.
</description>
</method>
<method name="material_set_shader">
<return type="void">
</return>
<argument index="0" name="shader_material" type="RID">
</argument>
<argument index="1" name="shader" type="RID">
</argument>
<description>
Sets a shader material's shader.
</description>
</method>
<method name="mesh_add_surface_from_arrays">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="primitive" type="int" enum="VisualServer.PrimitiveType">
</argument>
<argument index="2" name="arrays" type="Array">
</argument>
<argument index="3" name="blend_shapes" type="Array" default="[ ]">
</argument>
<argument index="4" name="compress_format" type="int" default="97280">
</argument>
<description>
Adds a surface generated from the Arrays to a mesh. See [enum PrimitiveType] constants for types.
</description>
</method>
<method name="mesh_clear">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<description>
Removes all surfaces from a mesh.
</description>
</method>
<method name="mesh_create">
<return type="RID">
</return>
<description>
Creates a new mesh and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]mesh_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this mesh to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="mesh_get_blend_shape_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<description>
Returns a mesh's blend shape count.
</description>
</method>
<method name="mesh_get_blend_shape_mode" qualifiers="const">
<return type="int" enum="VisualServer.BlendShapeMode">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<description>
Returns a mesh's blend shape mode.
</description>
</method>
<method name="mesh_get_custom_aabb" qualifiers="const">
<return type="AABB">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<description>
Returns a mesh's custom aabb.
</description>
</method>
<method name="mesh_get_surface_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<description>
Returns a mesh's number of surfaces.
</description>
</method>
<method name="mesh_remove_surface">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
Removes a mesh's surface.
</description>
</method>
<method name="mesh_set_blend_shape_count">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="amount" type="int">
</argument>
<description>
Sets a mesh's blend shape count.
</description>
</method>
<method name="mesh_set_blend_shape_mode">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.BlendShapeMode">
</argument>
<description>
Sets a mesh's blend shape mode.
</description>
</method>
<method name="mesh_set_custom_aabb">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="aabb" type="AABB">
</argument>
<description>
Sets a mesh's custom aabb.
</description>
</method>
<method name="mesh_surface_get_aabb" qualifiers="const">
<return type="AABB">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's aabb.
</description>
</method>
<method name="mesh_surface_get_array" qualifiers="const">
<return type="PoolByteArray">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's vertex buffer.
</description>
</method>
<method name="mesh_surface_get_array_index_len" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's amount of indices.
</description>
</method>
<method name="mesh_surface_get_array_len" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's amount of vertices.
</description>
</method>
<method name="mesh_surface_get_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's buffer arrays.
</description>
</method>
<method name="mesh_surface_get_blend_shape_arrays" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's arrays for blend shapes.
</description>
</method>
<method name="mesh_surface_get_format" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns the format of a mesh's surface.
</description>
</method>
<method name="mesh_surface_get_format_offset" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="format" type="int">
</argument>
<argument index="1" name="vertex_len" type="int">
</argument>
<argument index="2" name="index_len" type="int">
</argument>
<argument index="3" name="array_index" type="int">
</argument>
<description>
</description>
</method>
<method name="mesh_surface_get_format_stride" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="format" type="int">
</argument>
<argument index="1" name="vertex_len" type="int">
</argument>
<argument index="2" name="index_len" type="int">
</argument>
<description>
</description>
</method>
<method name="mesh_surface_get_index_array" qualifiers="const">
<return type="PoolByteArray">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's index buffer.
</description>
</method>
<method name="mesh_surface_get_material" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns a mesh's surface's material.
</description>
</method>
<method name="mesh_surface_get_primitive_type" qualifiers="const">
<return type="int" enum="VisualServer.PrimitiveType">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns the primitive type of a mesh's surface.
</description>
</method>
<method name="mesh_surface_get_skeleton_aabb" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<description>
Returns the aabb of a mesh's surface's skeleton.
</description>
</method>
<method name="mesh_surface_set_material">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<argument index="2" name="material" type="RID">
</argument>
<description>
Sets a mesh's surface's material.
</description>
</method>
<method name="mesh_surface_update_region">
<return type="void">
</return>
<argument index="0" name="mesh" type="RID">
</argument>
<argument index="1" name="surface" type="int">
</argument>
<argument index="2" name="offset" type="int">
</argument>
<argument index="3" name="data" type="PoolByteArray">
</argument>
<description>
</description>
</method>
<method name="multimesh_allocate">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="instances" type="int">
</argument>
<argument index="2" name="transform_format" type="int" enum="VisualServer.MultimeshTransformFormat">
</argument>
<argument index="3" name="color_format" type="int" enum="VisualServer.MultimeshColorFormat">
</argument>
<argument index="4" name="custom_data_format" type="int" enum="VisualServer.MultimeshCustomDataFormat" default="0">
</argument>
<description>
</description>
</method>
<method name="multimesh_create">
<return type="RID">
</return>
<description>
Creates a new multimesh on the VisualServer and returns an [RID] handle. This RID will be used in all [code]multimesh_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this multimesh to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="multimesh_get_aabb" qualifiers="const">
<return type="AABB">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="multimesh_get_instance_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="multimesh_get_mesh" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="multimesh_get_visible_instances" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_get_color" qualifiers="const">
<return type="Color">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_get_custom_data" qualifiers="const">
<return type="Color">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_get_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_get_transform_2d" qualifiers="const">
<return type="Transform2D">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_set_color">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_set_custom_data">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="custom_data" type="Color">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_set_transform">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="transform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="multimesh_instance_set_transform_2d">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="index" type="int">
</argument>
<argument index="2" name="transform" type="Transform2D">
</argument>
<description>
</description>
</method>
<method name="multimesh_set_as_bulk_array">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="array" type="PoolRealArray">
</argument>
<description>
</description>
</method>
<method name="multimesh_set_mesh">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="mesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="multimesh_set_visible_instances">
<return type="void">
</return>
<argument index="0" name="multimesh" type="RID">
</argument>
<argument index="1" name="visible" type="int">
</argument>
<description>
</description>
</method>
<method name="omni_light_create">
<return type="RID">
</return>
<description>
Creates a new omni light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this omni light to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="particles_create">
<return type="RID">
</return>
<description>
Creates a particle system and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]particles_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach these particles to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="particles_get_current_aabb">
<return type="AABB">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_get_emitting">
<return type="bool">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_is_inactive">
<return type="bool">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_request_process">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_restart">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_set_amount">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="amount" type="int">
</argument>
<description>
</description>
</method>
<method name="particles_set_custom_aabb">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="aabb" type="AABB">
</argument>
<description>
</description>
</method>
<method name="particles_set_draw_order">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="order" type="int" enum="VisualServer.ParticlesDrawOrder">
</argument>
<description>
</description>
</method>
<method name="particles_set_draw_pass_mesh">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="pass" type="int">
</argument>
<argument index="2" name="mesh" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_set_draw_passes">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="count" type="int">
</argument>
<description>
</description>
</method>
<method name="particles_set_emission_transform">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="transform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="particles_set_emitting">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="emitting" type="bool">
</argument>
<description>
</description>
</method>
<method name="particles_set_explosiveness_ratio">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="ratio" type="float">
</argument>
<description>
</description>
</method>
<method name="particles_set_fixed_fps">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="fps" type="int">
</argument>
<description>
</description>
</method>
<method name="particles_set_fractional_delta">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="particles_set_lifetime">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="lifetime" type="float">
</argument>
<description>
</description>
</method>
<method name="particles_set_one_shot">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="one_shot" type="bool">
</argument>
<description>
</description>
</method>
<method name="particles_set_pre_process_time">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="time" type="float">
</argument>
<description>
</description>
</method>
<method name="particles_set_process_material">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="material" type="RID">
</argument>
<description>
</description>
</method>
<method name="particles_set_randomness_ratio">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="ratio" type="float">
</argument>
<description>
</description>
</method>
<method name="particles_set_speed_scale">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="scale" type="float">
</argument>
<description>
</description>
</method>
<method name="particles_set_use_local_coordinates">
<return type="void">
</return>
<argument index="0" name="particles" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_create">
<return type="RID">
</return>
<description>
Creates a reflection probe and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]reflection_probe_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this reflection probe to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="reflection_probe_set_as_interior">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_cull_mask">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="layers" type="int">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_enable_box_projection">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_enable_shadows">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="enable" type="bool">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_extents">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="extents" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_intensity">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="intensity" type="float">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_interior_ambient">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_interior_ambient_energy">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="energy" type="float">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_interior_ambient_probe_contribution">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="contrib" type="float">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_max_distance">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="distance" type="float">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_origin_offset">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="offset" type="Vector3">
</argument>
<description>
</description>
</method>
<method name="reflection_probe_set_update_mode">
<return type="void">
</return>
<argument index="0" name="probe" type="RID">
</argument>
<argument index="1" name="mode" type="int" enum="VisualServer.ReflectionProbeUpdateMode">
</argument>
<description>
</description>
</method>
<method name="request_frame_drawn_callback">
<return type="void">
</return>
<argument index="0" name="where" type="Object">
</argument>
<argument index="1" name="method" type="String">
</argument>
<argument index="2" name="userdata" type="Variant">
</argument>
<description>
Schedules a callback to the corresponding named [code]method[/code] on [code]where[/code] after a frame has been drawn.
The callback method must use only 1 argument which will be called with [code]userdata[/code].
</description>
</method>
<method name="scenario_create">
<return type="RID">
</return>
<description>
Creates a scenario and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]scenario_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
The scenario is the 3D world that all the visual instances exist in.
</description>
</method>
<method name="scenario_set_debug">
<return type="void">
</return>
<argument index="0" name="scenario" type="RID">
</argument>
<argument index="1" name="debug_mode" type="int" enum="VisualServer.ScenarioDebugMode">
</argument>
<description>
</description>
</method>
<method name="scenario_set_environment">
<return type="void">
</return>
<argument index="0" name="scenario" type="RID">
</argument>
<argument index="1" name="environment" type="RID">
</argument>
<description>
</description>
</method>
<method name="scenario_set_fallback_environment">
<return type="void">
</return>
<argument index="0" name="scenario" type="RID">
</argument>
<argument index="1" name="environment" type="RID">
</argument>
<description>
</description>
</method>
<method name="scenario_set_reflection_atlas_size">
<return type="void">
</return>
<argument index="0" name="scenario" type="RID">
</argument>
<argument index="1" name="size" type="int">
</argument>
<argument index="2" name="subdiv" type="int">
</argument>
<description>
</description>
</method>
<method name="set_boot_image">
<return type="void">
</return>
<argument index="0" name="image" type="Image">
</argument>
<argument index="1" name="color" type="Color">
</argument>
<argument index="2" name="scale" type="bool">
</argument>
<argument index="3" name="use_filter" type="bool" default="true">
</argument>
<description>
Sets a boot image. The color defines the background color. If [code]scale[/code] is [code]true[/code], the image will be scaled to fit the screen size. If [code]use_filter[/code] is [code]true[/code], the image will be scaled with linear interpolation. If [code]use_filter[/code] is [code]false[/code], the image will be scaled with nearest-neighbor interpolation.
</description>
</method>
<method name="set_debug_generate_wireframes">
<return type="void">
</return>
<argument index="0" name="generate" type="bool">
</argument>
<description>
</description>
</method>
<method name="set_default_clear_color">
<return type="void">
</return>
<argument index="0" name="color" type="Color">
</argument>
<description>
</description>
</method>
<method name="shader_create">
<return type="RID">
</return>
<description>
Creates an empty shader and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]shader_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="shader_get_code" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="shader" type="RID">
</argument>
<description>
Returns a shader's code.
</description>
</method>
<method name="shader_get_default_texture_param" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="shader" type="RID">
</argument>
<argument index="1" name="name" type="String">
</argument>
<description>
Returns a default texture from a shader searched by name.
</description>
</method>
<method name="shader_get_param_list" qualifiers="const">
<return type="Array">
</return>
<argument index="0" name="shader" type="RID">
</argument>
<description>
Returns the parameters of a shader.
</description>
</method>
<method name="shader_set_code">
<return type="void">
</return>
<argument index="0" name="shader" type="RID">
</argument>
<argument index="1" name="code" type="String">
</argument>
<description>
Sets a shader's code.
</description>
</method>
<method name="shader_set_default_texture_param">
<return type="void">
</return>
<argument index="0" name="shader" type="RID">
</argument>
<argument index="1" name="name" type="String">
</argument>
<argument index="2" name="texture" type="RID">
</argument>
<description>
Sets a shader's default texture. Overwrites the texture given by name.
</description>
</method>
<method name="skeleton_allocate">
<return type="void">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<argument index="1" name="bones" type="int">
</argument>
<argument index="2" name="is_2d_skeleton" type="bool" default="false">
</argument>
<description>
</description>
</method>
<method name="skeleton_bone_get_transform" qualifiers="const">
<return type="Transform">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<argument index="1" name="bone" type="int">
</argument>
<description>
</description>
</method>
<method name="skeleton_bone_get_transform_2d" qualifiers="const">
<return type="Transform2D">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<argument index="1" name="bone" type="int">
</argument>
<description>
</description>
</method>
<method name="skeleton_bone_set_transform">
<return type="void">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<argument index="1" name="bone" type="int">
</argument>
<argument index="2" name="transform" type="Transform">
</argument>
<description>
</description>
</method>
<method name="skeleton_bone_set_transform_2d">
<return type="void">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<argument index="1" name="bone" type="int">
</argument>
<argument index="2" name="transform" type="Transform2D">
</argument>
<description>
</description>
</method>
<method name="skeleton_create">
<return type="RID">
</return>
<description>
Creates a skeleton and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]skeleton_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="skeleton_get_bone_count" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="skeleton" type="RID">
</argument>
<description>
</description>
</method>
<method name="sky_create">
<return type="RID">
</return>
<description>
Creates an empty sky and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]sky_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="sky_set_texture">
<return type="void">
</return>
<argument index="0" name="sky" type="RID">
</argument>
<argument index="1" name="cube_map" type="RID">
</argument>
<argument index="2" name="radiance_size" type="int">
</argument>
<description>
Sets a sky's texture.
</description>
</method>
<method name="spot_light_create">
<return type="RID">
</return>
<description>
Creates a spot light and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID can be used in most [code]light_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
To place in a scene, attach this spot light to an instance using [method instance_set_base] using the returned RID.
</description>
</method>
<method name="sync">
<return type="void">
</return>
<description>
</description>
</method>
<method name="texture_allocate">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="width" type="int">
</argument>
<argument index="2" name="height" type="int">
</argument>
<argument index="3" name="depth_3d" type="int">
</argument>
<argument index="4" name="format" type="int" enum="Image.Format">
</argument>
<argument index="5" name="type" type="int" enum="VisualServer.TextureType">
</argument>
<argument index="6" name="flags" type="int" default="7">
</argument>
<description>
</description>
</method>
<method name="texture_bind">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="number" type="int">
</argument>
<description>
Binds the texture to a texture slot.
</description>
</method>
<method name="texture_create">
<return type="RID">
</return>
<description>
Creates an empty texture and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]texture_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="texture_create_from_image">
<return type="RID">
</return>
<argument index="0" name="image" type="Image">
</argument>
<argument index="1" name="flags" type="int" default="7">
</argument>
<description>
Creates a texture, allocates the space for an image, and fills in the image.
</description>
</method>
<method name="texture_debug_usage">
<return type="Array">
</return>
<description>
Returns a list of all the textures and their information.
</description>
</method>
<method name="texture_get_data" qualifiers="const">
<return type="Image">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="cube_side" type="int" default="0">
</argument>
<description>
Returns a copy of a texture's image unless it's a CubeMap, in which case it returns the [RID] of the image at one of the cubes sides.
</description>
</method>
<method name="texture_get_depth" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
</description>
</method>
<method name="texture_get_flags" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the flags of a texture.
</description>
</method>
<method name="texture_get_format" qualifiers="const">
<return type="int" enum="Image.Format">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the format of the texture's image.
</description>
</method>
<method name="texture_get_height" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the texture's height.
</description>
</method>
<method name="texture_get_path" qualifiers="const">
<return type="String">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the texture's path.
</description>
</method>
<method name="texture_get_texid" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the opengl id of the texture's image.
</description>
</method>
<method name="texture_get_type" qualifiers="const">
<return type="int" enum="VisualServer.TextureType">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
</description>
</method>
<method name="texture_get_width" qualifiers="const">
<return type="int">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<description>
Returns the texture's width.
</description>
</method>
<method name="texture_set_data">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="image" type="Image">
</argument>
<argument index="2" name="layer" type="int" default="0">
</argument>
<description>
Sets the texture's image data. If it's a CubeMap, it sets the image data at a cube side.
</description>
</method>
<method name="texture_set_data_partial">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="image" type="Image">
</argument>
<argument index="2" name="src_x" type="int">
</argument>
<argument index="3" name="src_y" type="int">
</argument>
<argument index="4" name="src_w" type="int">
</argument>
<argument index="5" name="src_h" type="int">
</argument>
<argument index="6" name="dst_x" type="int">
</argument>
<argument index="7" name="dst_y" type="int">
</argument>
<argument index="8" name="dst_mip" type="int">
</argument>
<argument index="9" name="layer" type="int" default="0">
</argument>
<description>
</description>
</method>
<method name="texture_set_flags">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="flags" type="int">
</argument>
<description>
Sets the texture's flags. See [enum TextureFlags] for options.
</description>
</method>
<method name="texture_set_path">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="path" type="String">
</argument>
<description>
Sets the texture's path.
</description>
</method>
<method name="texture_set_shrink_all_x2_on_set_data">
<return type="void">
</return>
<argument index="0" name="shrink" type="bool">
</argument>
<description>
If [code]true[/code], sets internal processes to shrink all image data to half the size.
</description>
</method>
<method name="texture_set_size_override">
<return type="void">
</return>
<argument index="0" name="texture" type="RID">
</argument>
<argument index="1" name="width" type="int">
</argument>
<argument index="2" name="height" type="int">
</argument>
<argument index="3" name="depth" type="int">
</argument>
<description>
</description>
</method>
<method name="textures_keep_original">
<return type="void">
</return>
<argument index="0" name="enable" type="bool">
</argument>
<description>
If [code]true[/code], the image will be stored in the texture's images array if overwritten.
</description>
</method>
<method name="viewport_attach_camera">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="camera" type="RID">
</argument>
<description>
Sets a viewport's camera.
</description>
</method>
<method name="viewport_attach_canvas">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<description>
Sets a viewport's canvas.
</description>
</method>
<method name="viewport_attach_to_screen">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="rect" type="Rect2" default="Rect2( 0, 0, 0, 0 )">
</argument>
<argument index="2" name="screen" type="int" default="0">
</argument>
<description>
Copies viewport to a region of the screen specified by [code]rect[/code]. If Viewport.[member Viewport.render_direct_to_screen] is [code]true[/code], then viewport does not use a framebuffer and the contents of the viewport are rendered directly to screen. However, note that the root viewport is drawn last, therefore it will draw over the screen. Accordingly, you must set the root viewport to an area that does not cover the area that you have attached this viewport to.
For example, you can set the root viewport to not render at all with the following code:
[codeblock]
func _ready():
get_viewport().set_attach_to_screen_rect(Rect2())
$Viewport.set_attach_to_screen_rect(Rect2(0, 0, 600, 600))
[/codeblock]
Using this can result in significant optimization, especially on lower-end devices. However, it comes at the cost of having to manage your viewports manually. For a further optimization see, [method viewport_set_render_direct_to_screen].
</description>
</method>
<method name="viewport_create">
<return type="RID">
</return>
<description>
Creates an empty viewport and adds it to the VisualServer. It can be accessed with the RID that is returned. This RID will be used in all [code]viewport_*[/code] VisualServer functions.
Once finished with your RID, you will want to free the RID using the VisualServer's [method free_rid] static method.
</description>
</method>
<method name="viewport_detach">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<description>
Detaches the viewport from the screen.
</description>
</method>
<method name="viewport_get_render_info">
<return type="int">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="info" type="int" enum="VisualServer.ViewportRenderInfo">
</argument>
<description>
Returns a viewport's render information. For options, see the [enum ViewportRenderInfo] constants.
</description>
</method>
<method name="viewport_get_texture" qualifiers="const">
<return type="RID">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<description>
Returns the viewport's last rendered frame.
</description>
</method>
<method name="viewport_remove_canvas">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<description>
Detaches a viewport from a canvas and vice versa.
</description>
</method>
<method name="viewport_set_active">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="active" type="bool">
</argument>
<description>
If [code]true[/code], sets the viewport active, else sets it inactive.
</description>
</method>
<method name="viewport_set_canvas_stacking">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<argument index="2" name="layer" type="int">
</argument>
<argument index="3" name="sublayer" type="int">
</argument>
<description>
Sets the stacking order for a viewport's canvas.
[code]layer[/code] is the actual canvas layer, while [code]sublayer[/code] specifies the stacking order of the canvas among those in the same layer.
</description>
</method>
<method name="viewport_set_canvas_transform">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="canvas" type="RID">
</argument>
<argument index="2" name="offset" type="Transform2D">
</argument>
<description>
Sets the transformation of a viewport's canvas.
</description>
</method>
<method name="viewport_set_clear_mode">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="clear_mode" type="int" enum="VisualServer.ViewportClearMode">
</argument>
<description>
Sets the clear mode of a viewport. See [enum ViewportClearMode] for options.
</description>
</method>
<method name="viewport_set_debug_draw">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="draw" type="int" enum="VisualServer.ViewportDebugDraw">
</argument>
<description>
Sets the debug draw mode of a viewport. See [enum ViewportDebugDraw] for options.
</description>
</method>
<method name="viewport_set_disable_3d">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="disabled" type="bool">
</argument>
<description>
If [code]true[/code], a viewport's 3D rendering is disabled.
</description>
</method>
<method name="viewport_set_disable_environment">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="disabled" type="bool">
</argument>
<description>
If [code]true[/code], rendering of a viewport's environment is disabled.
</description>
</method>
<method name="viewport_set_global_canvas_transform">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="transform" type="Transform2D">
</argument>
<description>
Sets the viewport's global transformation matrix.
</description>
</method>
<method name="viewport_set_hdr">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the viewport renders to hdr.
</description>
</method>
<method name="viewport_set_hide_canvas">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="hidden" type="bool">
</argument>
<description>
If [code]true[/code], the viewport's canvas is not rendered.
</description>
</method>
<method name="viewport_set_hide_scenario">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="hidden" type="bool">
</argument>
<description>
Currently unimplemented in Godot 3.x.
</description>
</method>
<method name="viewport_set_msaa">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="msaa" type="int" enum="VisualServer.ViewportMSAA">
</argument>
<description>
Sets the anti-aliasing mode. See [enum ViewportMSAA] for options.
</description>
</method>
<method name="viewport_set_parent_viewport">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="parent_viewport" type="RID">
</argument>
<description>
Sets the viewport's parent to another viewport.
</description>
</method>
<method name="viewport_set_render_direct_to_screen">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], render the contents of the viewport directly to screen. This allows a low-level optimization where you can skip drawing a viewport to the root viewport. While this optimization can result in a significant increase in speed (especially on older devices), it comes at a cost of usability. When this is enabled, you cannot read from the viewport or from the [code]SCREEN_TEXTURE[/code]. You also lose the benefit of certain window settings, such as the various stretch modes. Another consequence to be aware of is that in 2D the rendering happens in window coordinates, so if you have a viewport that is double the size of the window, and you set this, then only the portion that fits within the window will be drawn, no automatic scaling is possible, even if your game scene is significantly larger than the window size.
</description>
</method>
<method name="viewport_set_scenario">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="scenario" type="RID">
</argument>
<description>
Sets a viewport's scenario.
The scenario contains information about the [enum ScenarioDebugMode], environment information, reflection atlas etc.
</description>
</method>
<method name="viewport_set_shadow_atlas_quadrant_subdivision">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="quadrant" type="int">
</argument>
<argument index="2" name="subdivision" type="int">
</argument>
<description>
Sets the shadow atlas quadrant's subdivision.
</description>
</method>
<method name="viewport_set_shadow_atlas_size">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="size" type="int">
</argument>
<description>
Sets the size of the shadow atlas's images (used for omni and spot lights). The value will be rounded up to the nearest power of 2.
</description>
</method>
<method name="viewport_set_size">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="width" type="int">
</argument>
<argument index="2" name="height" type="int">
</argument>
<description>
Sets the viewport's width and height.
</description>
</method>
<method name="viewport_set_transparent_background">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the viewport renders its background as transparent.
</description>
</method>
<method name="viewport_set_update_mode">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="update_mode" type="int" enum="VisualServer.ViewportUpdateMode">
</argument>
<description>
Sets when the viewport should be updated. See [enum ViewportUpdateMode] constants for options.
</description>
</method>
<method name="viewport_set_usage">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="usage" type="int" enum="VisualServer.ViewportUsage">
</argument>
<description>
Sets the viewport's 2D/3D mode. See [enum ViewportUsage] constants for options.
</description>
</method>
<method name="viewport_set_use_arvr">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="use_arvr" type="bool">
</argument>
<description>
If [code]true[/code], the viewport uses augmented or virtual reality technologies. See [ARVRInterface].
</description>
</method>
<method name="viewport_set_vflip">
<return type="void">
</return>
<argument index="0" name="viewport" type="RID">
</argument>
<argument index="1" name="enabled" type="bool">
</argument>
<description>
If [code]true[/code], the viewport's rendering is flipped vertically.
</description>
</method>
</methods>
<signals>
<signal name="frame_post_draw">
<description>
Emitted at the end of the frame, after the VisualServer has finished updating all the Viewports.
</description>
</signal>
<signal name="frame_pre_draw">
<description>
Emitted at the beginning of the frame, before the VisualServer updates all the Viewports.
</description>
</signal>
</signals>
<constants>
<constant name="NO_INDEX_ARRAY" value="-1">
Marks an error that shows that the index array is empty.
</constant>
<constant name="ARRAY_WEIGHTS_SIZE" value="4">
</constant>
<constant name="CANVAS_ITEM_Z_MIN" value="-4096">
The minimum Z-layer for canvas items.
</constant>
<constant name="CANVAS_ITEM_Z_MAX" value="4096">
The maximum Z-layer for canvas items.
</constant>
<constant name="MAX_GLOW_LEVELS" value="7">
</constant>
<constant name="MAX_CURSORS" value="8">
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MIN" value="-128">
The minimum renderpriority of all materials.
</constant>
<constant name="MATERIAL_RENDER_PRIORITY_MAX" value="127">
The maximum renderpriority of all materials.
</constant>
<constant name="CUBEMAP_LEFT" value="0" enum="CubeMapSide">
Marks the left side of a cubemap.
</constant>
<constant name="CUBEMAP_RIGHT" value="1" enum="CubeMapSide">
Marks the right side of a cubemap.
</constant>
<constant name="CUBEMAP_BOTTOM" value="2" enum="CubeMapSide">
Marks the bottom side of a cubemap.
</constant>
<constant name="CUBEMAP_TOP" value="3" enum="CubeMapSide">
Marks the top side of a cubemap.
</constant>
<constant name="CUBEMAP_FRONT" value="4" enum="CubeMapSide">
Marks the front side of a cubemap.
</constant>
<constant name="CUBEMAP_BACK" value="5" enum="CubeMapSide">
Marks the back side of a cubemap.
</constant>
<constant name="TEXTURE_TYPE_2D" value="0" enum="TextureType">
</constant>
<constant name="TEXTURE_TYPE_CUBEMAP" value="1" enum="TextureType">
</constant>
<constant name="TEXTURE_TYPE_2D_ARRAY" value="2" enum="TextureType">
</constant>
<constant name="TEXTURE_TYPE_3D" value="3" enum="TextureType">
</constant>
<constant name="TEXTURE_FLAG_MIPMAPS" value="1" enum="TextureFlags">
Generates mipmaps, which are smaller versions of the same texture to use when zoomed out, keeping the aspect ratio.
</constant>
<constant name="TEXTURE_FLAG_REPEAT" value="2" enum="TextureFlags">
Repeats the texture (instead of clamp to edge).
</constant>
<constant name="TEXTURE_FLAG_FILTER" value="4" enum="TextureFlags">
Uses a magnifying filter, to enable smooth zooming in of the texture.
</constant>
<constant name="TEXTURE_FLAG_ANISOTROPIC_FILTER" value="8" enum="TextureFlags">
Uses anisotropic mipmap filtering. Generates smaller versions of the same texture with different aspect ratios.
This results in better-looking textures when viewed from oblique angles.
</constant>
<constant name="TEXTURE_FLAG_CONVERT_TO_LINEAR" value="16" enum="TextureFlags">
Converts the texture to the sRGB color space.
</constant>
<constant name="TEXTURE_FLAG_MIRRORED_REPEAT" value="32" enum="TextureFlags">
Repeats the texture with alternate sections mirrored.
</constant>
<constant name="TEXTURE_FLAG_USED_FOR_STREAMING" value="2048" enum="TextureFlags">
Texture is a video surface.
</constant>
<constant name="TEXTURE_FLAGS_DEFAULT" value="7" enum="TextureFlags">
Default flags. [constant TEXTURE_FLAG_MIPMAPS], [constant TEXTURE_FLAG_REPEAT] and [constant TEXTURE_FLAG_FILTER] are enabled.
</constant>
<constant name="SHADER_SPATIAL" value="0" enum="ShaderMode">
Shader is a 3D shader.
</constant>
<constant name="SHADER_CANVAS_ITEM" value="1" enum="ShaderMode">
Shader is a 2D shader.
</constant>
<constant name="SHADER_PARTICLES" value="2" enum="ShaderMode">
Shader is a particle shader.
</constant>
<constant name="SHADER_MAX" value="3" enum="ShaderMode">
Represents the size of the [enum ShaderMode] enum.
</constant>
<constant name="ARRAY_VERTEX" value="0" enum="ArrayType">
Array is a vertex array.
</constant>
<constant name="ARRAY_NORMAL" value="1" enum="ArrayType">
Array is a normal array.
</constant>
<constant name="ARRAY_TANGENT" value="2" enum="ArrayType">
Array is a tangent array.
</constant>
<constant name="ARRAY_COLOR" value="3" enum="ArrayType">
Array is a color array.
</constant>
<constant name="ARRAY_TEX_UV" value="4" enum="ArrayType">
Array is an UV coordinates array.
</constant>
<constant name="ARRAY_TEX_UV2" value="5" enum="ArrayType">
Array is an UV coordinates array for the second UV coordinates.
</constant>
<constant name="ARRAY_BONES" value="6" enum="ArrayType">
Array contains bone information.
</constant>
<constant name="ARRAY_WEIGHTS" value="7" enum="ArrayType">
Array is weight information.
</constant>
<constant name="ARRAY_INDEX" value="8" enum="ArrayType">
Array is index array.
</constant>
<constant name="ARRAY_MAX" value="9" enum="ArrayType">
Represents the size of the [enum ArrayType] enum.
</constant>
<constant name="ARRAY_FORMAT_VERTEX" value="1" enum="ArrayFormat">
Flag used to mark a vertex array.
</constant>
<constant name="ARRAY_FORMAT_NORMAL" value="2" enum="ArrayFormat">
Flag used to mark a normal array.
</constant>
<constant name="ARRAY_FORMAT_TANGENT" value="4" enum="ArrayFormat">
Flag used to mark a tangent array.
</constant>
<constant name="ARRAY_FORMAT_COLOR" value="8" enum="ArrayFormat">
Flag used to mark a color array.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV" value="16" enum="ArrayFormat">
Flag used to mark an UV coordinates array.
</constant>
<constant name="ARRAY_FORMAT_TEX_UV2" value="32" enum="ArrayFormat">
Flag used to mark an UV coordinates array for the second UV coordinates.
</constant>
<constant name="ARRAY_FORMAT_BONES" value="64" enum="ArrayFormat">
Flag used to mark a bone information array.
</constant>
<constant name="ARRAY_FORMAT_WEIGHTS" value="128" enum="ArrayFormat">
Flag used to mark a weights array.
</constant>
<constant name="ARRAY_FORMAT_INDEX" value="256" enum="ArrayFormat">
Flag used to mark an index array.
</constant>
<constant name="ARRAY_COMPRESS_VERTEX" value="512" enum="ArrayFormat">
Flag used to mark a compressed (half float) vertex array.
</constant>
<constant name="ARRAY_COMPRESS_NORMAL" value="1024" enum="ArrayFormat">
Flag used to mark a compressed (half float) normal array.
</constant>
<constant name="ARRAY_COMPRESS_TANGENT" value="2048" enum="ArrayFormat">
Flag used to mark a compressed (half float) tangent array.
</constant>
<constant name="ARRAY_COMPRESS_COLOR" value="4096" enum="ArrayFormat">
Flag used to mark a compressed (half float) color array.
</constant>
<constant name="ARRAY_COMPRESS_TEX_UV" value="8192" enum="ArrayFormat">
Flag used to mark a compressed (half float) UV coordinates array.
</constant>
<constant name="ARRAY_COMPRESS_TEX_UV2" value="16384" enum="ArrayFormat">
Flag used to mark a compressed (half float) UV coordinates array for the second UV coordinates.
</constant>
<constant name="ARRAY_COMPRESS_BONES" value="32768" enum="ArrayFormat">
</constant>
<constant name="ARRAY_COMPRESS_WEIGHTS" value="65536" enum="ArrayFormat">
Flag used to mark a compressed (half float) weight array.
</constant>
<constant name="ARRAY_COMPRESS_INDEX" value="131072" enum="ArrayFormat">
</constant>
<constant name="ARRAY_FLAG_USE_2D_VERTICES" value="262144" enum="ArrayFormat">
Flag used to mark that the array contains 2D vertices.
</constant>
<constant name="ARRAY_FLAG_USE_16_BIT_BONES" value="524288" enum="ArrayFormat">
Flag used to mark that the array uses 16-bit bones instead of 8-bit.
</constant>
<constant name="ARRAY_COMPRESS_DEFAULT" value="97280" enum="ArrayFormat">
Used to set flags [constant ARRAY_COMPRESS_VERTEX], [constant ARRAY_COMPRESS_NORMAL], [constant ARRAY_COMPRESS_TANGENT], [constant ARRAY_COMPRESS_COLOR], [constant ARRAY_COMPRESS_TEX_UV], [constant ARRAY_COMPRESS_TEX_UV2] and [constant ARRAY_COMPRESS_WEIGHTS] quickly.
</constant>
<constant name="PRIMITIVE_POINTS" value="0" enum="PrimitiveType">
Primitive to draw consists of points.
</constant>
<constant name="PRIMITIVE_LINES" value="1" enum="PrimitiveType">
Primitive to draw consists of lines.
</constant>
<constant name="PRIMITIVE_LINE_STRIP" value="2" enum="PrimitiveType">
Primitive to draw consists of a line strip from start to end.
</constant>
<constant name="PRIMITIVE_LINE_LOOP" value="3" enum="PrimitiveType">
Primitive to draw consists of a line loop (a line strip with a line between the last and the first vertex).
</constant>
<constant name="PRIMITIVE_TRIANGLES" value="4" enum="PrimitiveType">
Primitive to draw consists of triangles.
</constant>
<constant name="PRIMITIVE_TRIANGLE_STRIP" value="5" enum="PrimitiveType">
Primitive to draw consists of a triangle strip (the last 3 vertices are always combined to make a triangle).
</constant>
<constant name="PRIMITIVE_TRIANGLE_FAN" value="6" enum="PrimitiveType">
Primitive to draw consists of a triangle strip (the last 2 vertices are always combined with the first to make a triangle).
</constant>
<constant name="PRIMITIVE_MAX" value="7" enum="PrimitiveType">
Represents the size of the [enum PrimitiveType] enum.
</constant>
<constant name="BLEND_SHAPE_MODE_NORMALIZED" value="0" enum="BlendShapeMode">
</constant>
<constant name="BLEND_SHAPE_MODE_RELATIVE" value="1" enum="BlendShapeMode">
</constant>
<constant name="LIGHT_DIRECTIONAL" value="0" enum="LightType">
Is a directional (sun) light.
</constant>
<constant name="LIGHT_OMNI" value="1" enum="LightType">
Is an omni light.
</constant>
<constant name="LIGHT_SPOT" value="2" enum="LightType">
Is a spot light.
</constant>
<constant name="LIGHT_PARAM_ENERGY" value="0" enum="LightParam">
The light's energy.
</constant>
<constant name="LIGHT_PARAM_SPECULAR" value="2" enum="LightParam">
The light's influence on specularity.
</constant>
<constant name="LIGHT_PARAM_RANGE" value="3" enum="LightParam">
The light's range.
</constant>
<constant name="LIGHT_PARAM_ATTENUATION" value="4" enum="LightParam">
The light's attenuation.
</constant>
<constant name="LIGHT_PARAM_SPOT_ANGLE" value="5" enum="LightParam">
The spotlight's angle.
</constant>
<constant name="LIGHT_PARAM_SPOT_ATTENUATION" value="6" enum="LightParam">
The spotlight's attenuation.
</constant>
<constant name="LIGHT_PARAM_CONTACT_SHADOW_SIZE" value="7" enum="LightParam">
Scales the shadow color.
</constant>
<constant name="LIGHT_PARAM_SHADOW_MAX_DISTANCE" value="8" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_SPLIT_1_OFFSET" value="9" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_SPLIT_2_OFFSET" value="10" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_SPLIT_3_OFFSET" value="11" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_NORMAL_BIAS" value="12" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_BIAS" value="13" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_SHADOW_BIAS_SPLIT_SCALE" value="14" enum="LightParam">
</constant>
<constant name="LIGHT_PARAM_MAX" value="15" enum="LightParam">
Represents the size of the [enum LightParam] enum.
</constant>
<constant name="LIGHT_OMNI_SHADOW_DUAL_PARABOLOID" value="0" enum="LightOmniShadowMode">
</constant>
<constant name="LIGHT_OMNI_SHADOW_CUBE" value="1" enum="LightOmniShadowMode">
</constant>
<constant name="LIGHT_OMNI_SHADOW_DETAIL_VERTICAL" value="0" enum="LightOmniShadowDetail">
</constant>
<constant name="LIGHT_OMNI_SHADOW_DETAIL_HORIZONTAL" value="1" enum="LightOmniShadowDetail">
</constant>
<constant name="LIGHT_DIRECTIONAL_SHADOW_ORTHOGONAL" value="0" enum="LightDirectionalShadowMode">
</constant>
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_2_SPLITS" value="1" enum="LightDirectionalShadowMode">
</constant>
<constant name="LIGHT_DIRECTIONAL_SHADOW_PARALLEL_4_SPLITS" value="2" enum="LightDirectionalShadowMode">
</constant>
<constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_STABLE" value="0" enum="LightDirectionalShadowDepthRangeMode">
</constant>
<constant name="LIGHT_DIRECTIONAL_SHADOW_DEPTH_RANGE_OPTIMIZED" value="1" enum="LightDirectionalShadowDepthRangeMode">
</constant>
<constant name="VIEWPORT_UPDATE_DISABLED" value="0" enum="ViewportUpdateMode">
</constant>
<constant name="VIEWPORT_UPDATE_ONCE" value="1" enum="ViewportUpdateMode">
</constant>
<constant name="VIEWPORT_UPDATE_WHEN_VISIBLE" value="2" enum="ViewportUpdateMode">
</constant>
<constant name="VIEWPORT_UPDATE_ALWAYS" value="3" enum="ViewportUpdateMode">
</constant>
<constant name="VIEWPORT_CLEAR_ALWAYS" value="0" enum="ViewportClearMode">
The viewport is always cleared before drawing.
</constant>
<constant name="VIEWPORT_CLEAR_NEVER" value="1" enum="ViewportClearMode">
The viewport is never cleared before drawing.
</constant>
<constant name="VIEWPORT_CLEAR_ONLY_NEXT_FRAME" value="2" enum="ViewportClearMode">
The viewport is cleared once, then the clear mode is set to [constant VIEWPORT_CLEAR_NEVER].
</constant>
<constant name="VIEWPORT_MSAA_DISABLED" value="0" enum="ViewportMSAA">
Multisample antialiasing is disabled.
</constant>
<constant name="VIEWPORT_MSAA_2X" value="1" enum="ViewportMSAA">
Multisample antialiasing is set to 2×.
</constant>
<constant name="VIEWPORT_MSAA_4X" value="2" enum="ViewportMSAA">
Multisample antialiasing is set to 4×.
</constant>
<constant name="VIEWPORT_MSAA_8X" value="3" enum="ViewportMSAA">
Multisample antialiasing is set to 8×.
</constant>
<constant name="VIEWPORT_MSAA_16X" value="4" enum="ViewportMSAA">
Multisample antialiasing is set to 16×.
</constant>
<constant name="VIEWPORT_MSAA_EXT_2X" value="5" enum="ViewportMSAA">
Multisample antialiasing is set to 2× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
</constant>
<constant name="VIEWPORT_MSAA_EXT_4X" value="6" enum="ViewportMSAA">
Multisample antialiasing is set to 4× on external texture. Special mode for GLES2 Android VR (Oculus Quest and Go).
</constant>
<constant name="VIEWPORT_USAGE_2D" value="0" enum="ViewportUsage">
The Viewport does not render 3D but samples.
</constant>
<constant name="VIEWPORT_USAGE_2D_NO_SAMPLING" value="1" enum="ViewportUsage">
The Viewport does not render 3D and does not sample.
</constant>
<constant name="VIEWPORT_USAGE_3D" value="2" enum="ViewportUsage">
The Viewport renders 3D with effects.
</constant>
<constant name="VIEWPORT_USAGE_3D_NO_EFFECTS" value="3" enum="ViewportUsage">
The Viewport renders 3D but without effects.
</constant>
<constant name="VIEWPORT_RENDER_INFO_OBJECTS_IN_FRAME" value="0" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_VERTICES_IN_FRAME" value="1" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_MATERIAL_CHANGES_IN_FRAME" value="2" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_SHADER_CHANGES_IN_FRAME" value="3" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_SURFACE_CHANGES_IN_FRAME" value="4" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_DRAW_CALLS_IN_FRAME" value="5" enum="ViewportRenderInfo">
</constant>
<constant name="VIEWPORT_RENDER_INFO_MAX" value="6" enum="ViewportRenderInfo">
Represents the size of the [enum ViewportRenderInfo] enum.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_DISABLED" value="0" enum="ViewportDebugDraw">
Debug draw is disabled. Default setting.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_UNSHADED" value="1" enum="ViewportDebugDraw">
Debug draw sets objects to unshaded.
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_OVERDRAW" value="2" enum="ViewportDebugDraw">
Overwrites clear color to [code](0,0,0,0)[/code].
</constant>
<constant name="VIEWPORT_DEBUG_DRAW_WIREFRAME" value="3" enum="ViewportDebugDraw">
Debug draw draws objects in wireframe.
</constant>
<constant name="SCENARIO_DEBUG_DISABLED" value="0" enum="ScenarioDebugMode">
</constant>
<constant name="SCENARIO_DEBUG_WIREFRAME" value="1" enum="ScenarioDebugMode">
</constant>
<constant name="SCENARIO_DEBUG_OVERDRAW" value="2" enum="ScenarioDebugMode">
</constant>
<constant name="SCENARIO_DEBUG_SHADELESS" value="3" enum="ScenarioDebugMode">
</constant>
<constant name="INSTANCE_NONE" value="0" enum="InstanceType">
The instance does not have a type.
</constant>
<constant name="INSTANCE_MESH" value="1" enum="InstanceType">
The instance is a mesh.
</constant>
<constant name="INSTANCE_MULTIMESH" value="2" enum="InstanceType">
The instance is a multimesh.
</constant>
<constant name="INSTANCE_IMMEDIATE" value="3" enum="InstanceType">
The instance is an immediate geometry.
</constant>
<constant name="INSTANCE_PARTICLES" value="4" enum="InstanceType">
The instance is a particle emitter.
</constant>
<constant name="INSTANCE_LIGHT" value="5" enum="InstanceType">
The instance is a light.
</constant>
<constant name="INSTANCE_REFLECTION_PROBE" value="6" enum="InstanceType">
</constant>
<constant name="INSTANCE_GI_PROBE" value="7" enum="InstanceType">
</constant>
<constant name="INSTANCE_LIGHTMAP_CAPTURE" value="8" enum="InstanceType">
</constant>
<constant name="INSTANCE_MAX" value="9" enum="InstanceType">
Represents the size of the [enum InstanceType] enum.
</constant>
<constant name="INSTANCE_GEOMETRY_MASK" value="30" enum="InstanceType">
A combination of the flags of geometry instances (mesh, multimesh, immediate and particles).
</constant>
<constant name="INSTANCE_FLAG_USE_BAKED_LIGHT" value="0" enum="InstanceFlags">
Allows the instance to be used in baked lighting.
</constant>
<constant name="INSTANCE_FLAG_DRAW_NEXT_FRAME_IF_VISIBLE" value="1" enum="InstanceFlags">
When set, manually requests to draw geometry on next frame.
</constant>
<constant name="INSTANCE_FLAG_MAX" value="2" enum="InstanceFlags">
Represents the size of the [enum InstanceFlags] enum.
</constant>
<constant name="SHADOW_CASTING_SETTING_OFF" value="0" enum="ShadowCastingSetting">
Disable shadows from this instance.
</constant>
<constant name="SHADOW_CASTING_SETTING_ON" value="1" enum="ShadowCastingSetting">
Cast shadows from this instance.
</constant>
<constant name="SHADOW_CASTING_SETTING_DOUBLE_SIDED" value="2" enum="ShadowCastingSetting">
Disable backface culling when rendering the shadow of the object. This is slightly slower but may result in more correct shadows.
</constant>
<constant name="SHADOW_CASTING_SETTING_SHADOWS_ONLY" value="3" enum="ShadowCastingSetting">
Only render the shadows from the object. The object itself will not be drawn.
</constant>
<constant name="NINE_PATCH_STRETCH" value="0" enum="NinePatchAxisMode">
The nine patch gets stretched where needed.
</constant>
<constant name="NINE_PATCH_TILE" value="1" enum="NinePatchAxisMode">
The nine patch gets filled with tiles where needed.
</constant>
<constant name="NINE_PATCH_TILE_FIT" value="2" enum="NinePatchAxisMode">
The nine patch gets filled with tiles where needed and stretches them a bit if needed.
</constant>
<constant name="CANVAS_LIGHT_MODE_ADD" value="0" enum="CanvasLightMode">
Adds light color additive to the canvas.
</constant>
<constant name="CANVAS_LIGHT_MODE_SUB" value="1" enum="CanvasLightMode">
Adds light color subtractive to the canvas.
</constant>
<constant name="CANVAS_LIGHT_MODE_MIX" value="2" enum="CanvasLightMode">
The light adds color depending on transparency.
</constant>
<constant name="CANVAS_LIGHT_MODE_MASK" value="3" enum="CanvasLightMode">
The light adds color depending on mask.
</constant>
<constant name="CANVAS_LIGHT_FILTER_NONE" value="0" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_LIGHT_FILTER_PCF3" value="1" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_LIGHT_FILTER_PCF5" value="2" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_LIGHT_FILTER_PCF7" value="3" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_LIGHT_FILTER_PCF9" value="4" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_LIGHT_FILTER_PCF13" value="5" enum="CanvasLightShadowFilter">
</constant>
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_DISABLED" value="0" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is disabled.
</constant>
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_CLOCKWISE" value="1" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is clockwise.
</constant>
<constant name="CANVAS_OCCLUDER_POLYGON_CULL_COUNTER_CLOCKWISE" value="2" enum="CanvasOccluderPolygonCullMode">
Culling of the canvas occluder is counterclockwise.
</constant>
<constant name="INFO_OBJECTS_IN_FRAME" value="0" enum="RenderInfo">
The amount of objects in the frame.
</constant>
<constant name="INFO_VERTICES_IN_FRAME" value="1" enum="RenderInfo">
The amount of vertices in the frame.
</constant>
<constant name="INFO_MATERIAL_CHANGES_IN_FRAME" value="2" enum="RenderInfo">
The amount of modified materials in the frame.
</constant>
<constant name="INFO_SHADER_CHANGES_IN_FRAME" value="3" enum="RenderInfo">
The amount of shader rebinds in the frame.
</constant>
<constant name="INFO_SURFACE_CHANGES_IN_FRAME" value="4" enum="RenderInfo">
The amount of surface changes in the frame.
</constant>
<constant name="INFO_DRAW_CALLS_IN_FRAME" value="5" enum="RenderInfo">
The amount of draw calls in frame.
</constant>
<constant name="INFO_USAGE_VIDEO_MEM_TOTAL" value="6" enum="RenderInfo">
Unimplemented in the GLES2 and GLES3 rendering backends, always returns 0.
</constant>
<constant name="INFO_VIDEO_MEM_USED" value="7" enum="RenderInfo">
The amount of video memory used, i.e. texture and vertex memory combined.
</constant>
<constant name="INFO_TEXTURE_MEM_USED" value="8" enum="RenderInfo">
The amount of texture memory used.
</constant>
<constant name="INFO_VERTEX_MEM_USED" value="9" enum="RenderInfo">
The amount of vertex memory used.
</constant>
<constant name="FEATURE_SHADERS" value="0" enum="Features">
</constant>
<constant name="FEATURE_MULTITHREADED" value="1" enum="Features">
</constant>
<constant name="MULTIMESH_TRANSFORM_2D" value="0" enum="MultimeshTransformFormat">
</constant>
<constant name="MULTIMESH_TRANSFORM_3D" value="1" enum="MultimeshTransformFormat">
</constant>
<constant name="MULTIMESH_COLOR_NONE" value="0" enum="MultimeshColorFormat">
</constant>
<constant name="MULTIMESH_COLOR_8BIT" value="1" enum="MultimeshColorFormat">
</constant>
<constant name="MULTIMESH_COLOR_FLOAT" value="2" enum="MultimeshColorFormat">
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_NONE" value="0" enum="MultimeshCustomDataFormat">
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_8BIT" value="1" enum="MultimeshCustomDataFormat">
</constant>
<constant name="MULTIMESH_CUSTOM_DATA_FLOAT" value="2" enum="MultimeshCustomDataFormat">
</constant>
<constant name="REFLECTION_PROBE_UPDATE_ONCE" value="0" enum="ReflectionProbeUpdateMode">
</constant>
<constant name="REFLECTION_PROBE_UPDATE_ALWAYS" value="1" enum="ReflectionProbeUpdateMode">
</constant>
<constant name="PARTICLES_DRAW_ORDER_INDEX" value="0" enum="ParticlesDrawOrder">
</constant>
<constant name="PARTICLES_DRAW_ORDER_LIFETIME" value="1" enum="ParticlesDrawOrder">
</constant>
<constant name="PARTICLES_DRAW_ORDER_VIEW_DEPTH" value="2" enum="ParticlesDrawOrder">
</constant>
<constant name="ENV_BG_CLEAR_COLOR" value="0" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_COLOR" value="1" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_SKY" value="2" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_COLOR_SKY" value="3" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_CANVAS" value="4" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_KEEP" value="5" enum="EnvironmentBG">
</constant>
<constant name="ENV_BG_MAX" value="7" enum="EnvironmentBG">
Represents the size of the [enum EnvironmentBG] enum.
</constant>
<constant name="ENV_DOF_BLUR_QUALITY_LOW" value="0" enum="EnvironmentDOFBlurQuality">
</constant>
<constant name="ENV_DOF_BLUR_QUALITY_MEDIUM" value="1" enum="EnvironmentDOFBlurQuality">
</constant>
<constant name="ENV_DOF_BLUR_QUALITY_HIGH" value="2" enum="EnvironmentDOFBlurQuality">
</constant>
<constant name="GLOW_BLEND_MODE_ADDITIVE" value="0" enum="EnvironmentGlowBlendMode">
</constant>
<constant name="GLOW_BLEND_MODE_SCREEN" value="1" enum="EnvironmentGlowBlendMode">
</constant>
<constant name="GLOW_BLEND_MODE_SOFTLIGHT" value="2" enum="EnvironmentGlowBlendMode">
</constant>
<constant name="GLOW_BLEND_MODE_REPLACE" value="3" enum="EnvironmentGlowBlendMode">
</constant>
<constant name="ENV_TONE_MAPPER_LINEAR" value="0" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_TONE_MAPPER_REINHARD" value="1" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_TONE_MAPPER_FILMIC" value="2" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_TONE_MAPPER_ACES" value="3" enum="EnvironmentToneMapper">
</constant>
<constant name="ENV_SSAO_QUALITY_LOW" value="0" enum="EnvironmentSSAOQuality">
</constant>
<constant name="ENV_SSAO_QUALITY_MEDIUM" value="1" enum="EnvironmentSSAOQuality">
</constant>
<constant name="ENV_SSAO_QUALITY_HIGH" value="2" enum="EnvironmentSSAOQuality">
</constant>
<constant name="ENV_SSAO_BLUR_DISABLED" value="0" enum="EnvironmentSSAOBlur">
</constant>
<constant name="ENV_SSAO_BLUR_1x1" value="1" enum="EnvironmentSSAOBlur">
</constant>
<constant name="ENV_SSAO_BLUR_2x2" value="2" enum="EnvironmentSSAOBlur">
</constant>
<constant name="ENV_SSAO_BLUR_3x3" value="3" enum="EnvironmentSSAOBlur">
</constant>
</constants>
</class>