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New Commands
1.2.3
RenderEntity ( entity, camera )
Renders one entity (and its children) in isolation against a camera, without drawing the rest of the world.
1.1.8
result = EntityExist ( handle )
Returns True if handle still refers to a valid, non-freed entity.
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.
1.0.2
effect = LoadEffect ( file$ )
SetEntityEffect entity, effect
SetBrushEffect brush, effect
Loads a .fx shader and assigns it to an entity or brush.
1.0.2
SetEffectFloat effect, param$, value#
SetEffectVector effect, param$, x#, y#, z#, w#
SetEffectMatrix effect, param$, entity
Sets shader parameters on a loaded effect, per frame.
1.1.8
SetEffectTexture effect, param$, texture
Binds a runtime texture into a named sampler on a shader effect.
1.2.3
texture = LoadAnimTextureGrid ( file$, cell_width, cell_height, first_cell, cell_count )
Loads a grid/sheet animated texture directly as a Texture.
1.2.3
err$ = GetTextureLoadError ()
err$ = GetEffectError ()
Returns a description of the last texture/effect load failure. Empty string on success.
1.2.3
SetBufferDepth ( canvas, depth_surface )
Binds a separate depth-stencil surface to a render-target canvas.
1.2.3
w = BufferWidth ( canvas )
h = BufferHeight ( canvas )
Returns a canvas/buffer's dimensions.
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.
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.
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CreateScene()returns a new scene handle. Scene0always exists implicitly and doesn't need to be created. -
SetScene scenemakesscenecurrent, entities created after this call belong to it, andUpdateWorld/RenderWorldonly process that scene's entities plus scene 0's. -
ClearScene scenefrees every entity belonging toscene. -
GetCurrentScene()returns whichever scene handle is currently active (0by default).
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