Skip to content

New Commands

Chris A edited this page Aug 16, 2026 · 2 revisions

This page is temporary!

RenderEntity

1.2.3

RenderEntity ( entity, camera )

Renders one entity (and its children) in isolation against a camera, without drawing the rest of the world.


EntityExist

1.1.8

result = EntityExist ( handle )

Returns True if handle still refers to a valid, non-freed entity.


GpuSkinning

1.2.3

GpuSkinning ( entity, enable )

Enables GPU-side skeletal skinning for an entity. Falls back to CPU skinning automatically if unsupported or bone count exceeds the shader limit.


LoadEffect / SetEntityEffect / SetBrushEffect

1.0.2

effect = LoadEffect ( file$ )
SetEntityEffect entity, effect
SetBrushEffect brush, effect

Loads a .fx shader and assigns it to an entity or brush.


SetEffectFloat / SetEffectVector / SetEffectMatrix

1.0.2

SetEffectFloat  effect, param$, value#
SetEffectVector effect, param$, x#, y#, z#, w#
SetEffectMatrix effect, param$, entity

Sets shader parameters on a loaded effect, per frame.


SetEffectTexture

1.1.8

SetEffectTexture effect, param$, texture

Binds a runtime texture into a named sampler on a shader effect.


LoadAnimTextureGrid

1.2.3

texture = LoadAnimTextureGrid ( file$, cell_width, cell_height, first_cell, cell_count )

Loads a grid/sheet animated texture directly as a Texture.


GetTextureLoadError / GetEffectError

1.2.3

err$ = GetTextureLoadError ()
err$ = GetEffectError ()

Returns a description of the last texture/effect load failure. Empty string on success.


SetBufferDepth

1.2.3

SetBufferDepth ( canvas, depth_surface )

Binds a separate depth-stencil surface to a render-target canvas.


BufferWidth / BufferHeight

1.2.3

w = BufferWidth ( canvas )
h = BufferHeight ( canvas )

Returns a canvas/buffer's dimensions.


CreateImageFlag / LoadImageFlag

1.2.3

image = CreateImageFlag ( width, height, flags )
image = LoadImageFlag ( file$, flags )

Same as CreateImage/LoadImage, with an explicit flags parameter for finer control over image creation.


CreateScene / SetScene / ClearScene / GetCurrentScene

scene = CreateScene ()
SetScene scene
ClearScene scene
current = GetCurrentScene ()

Lets you group entities into independent scenes and switch which one is "current." An entity is created into whichever scene is current at the time; only entities in the current scene render/update except scene 0, which is the always-on global layer and renders regardless of which scene is current.

  • CreateScene() returns a new scene handle. Scene 0 always exists implicitly and doesn't need to be created.
  • SetScene scene makes scene current, entities created after this call belong to it, and UpdateWorld/RenderWorld only process that scene's entities plus scene 0's.
  • ClearScene scene frees every entity belonging to scene.
  • GetCurrentScene() returns whichever scene handle is currently active (0 by default).

Clone this wiki locally