EnvmapProbeclass

A cubemap probe that captures the environment around it.

objectComponentEnvmapProbe
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.EnvmapProbe : Sandbox.Component

Constructors1

Showing 1 constructors

Methods2

Showing 2 methods

public System.Threading.Tasks.Task Bake(System.Threading.CancellationToken ct = null)PUBLIC

Bake this envmap now. This will stop it being dynamic if it was.

ParameterTypeDescription
ct = nullCancellationToken
Returns:Task

public static System.Threading.Tasks.Task BakeAll()PUBLICSTATIC

Returns:Task

Properties19

Showing 19 properties

public Sandbox.Texture Sandbox.EnvmapProbe.BakedTexture { get; set; }PUBLICGETSET

The texture that was baked for this envmap probe

Returns:Texture

public virtual int Sandbox.EnvmapProbe.ComponentVersion { get; set; }PUBLICVIRTUALGETSET

Returns:int

public float Sandbox.EnvmapProbe.DelayBetweenUpdates { get; set; }PUBLICGETSETPER-FRAME

Returns:float

public float Sandbox.EnvmapProbe.Feathering { get; set; }PUBLICGETSET

Returns:float

public int Sandbox.EnvmapProbe.FrameInterval { get; set; }PUBLICGETSET

Returns:int

public float Sandbox.EnvmapProbe.MaxDistance { get; set; }PUBLICGETSET

Only update dynamically if we're this close to it

Returns:float

public bool Sandbox.EnvmapProbe.MultiBounce { get; set; }PUBLICGETSET

Minimum amount of reflection bounces to render when first enabled before settling, at cost of extra performance on load Often times you don't need this

Returns:bool

public int Sandbox.EnvmapProbe.Priority { get; set; }PUBLICGETSET

Gets or sets the priority level for the object.

Returns:int

public bool Sandbox.EnvmapProbe.RenderDynamically { get; set; }PUBLICGETSETOBSOLETE

Obsolete: Use Mode to select the update mode

Returns:bool

public Sandbox.TagSet Sandbox.EnvmapProbe.RenderExcludeTags { get; set; }PUBLICGETSET

Objects with any of these tags will be excluded when rendering this cubemap.

Returns:TagSet

public Sandbox.Texture Sandbox.EnvmapProbe.Texture { get; set; }PUBLICGETSET

If this is set, the EnvmapProbe will use a custom cubemap texture instead of rendering dynamically

Returns:Texture

public float Sandbox.EnvmapProbe.ZFar { get; set; }PUBLICGETSET

Returns:float

public float Sandbox.EnvmapProbe.ZNear { get; set; }PUBLICGETSET

Returns:float

On this page

Constructorspublic EnvmapProbe()Methodspublic System.Threading.Tasks.Task Bake(System.Threading.CancellationToken ct = null)public static System.Threading.Tasks.Task BakeAll()Propertiespublic Sandbox.Texture Sandbox.EnvmapProbe.BakedTexture { get; set; }public BBox Sandbox.EnvmapProbe.Bounds { get; set; }public virtual System.Int32 Sandbox.EnvmapProbe.ComponentVersion { get; set; }public System.Single Sandbox.EnvmapProbe.DelayBetweenUpdates { get; set; }public System.Single Sandbox.EnvmapProbe.Feathering { get; set; }public System.Int32 Sandbox.EnvmapProbe.FrameInterval { get; set; }public System.Single Sandbox.EnvmapProbe.MaxDistance { get; set; }public Sandbox.EnvmapProbe.EnvmapProbeMode Sandbox.EnvmapProbe.Mode { get; set; }public System.Boolean Sandbox.EnvmapProbe.MultiBounce { get; set; }public System.Int32 Sandbox.EnvmapProbe.Priority { get; set; }public Sandbox.SceneCubemap.ProjectionMode Sandbox.EnvmapProbe.Projection { get; set; }public System.Boolean Sandbox.EnvmapProbe.RenderDynamically { get; set; }public Sandbox.TagSet Sandbox.EnvmapProbe.RenderExcludeTags { get; set; }public Sandbox.EnvmapProbe.CubemapResolution Sandbox.EnvmapProbe.Resolution { get; set; }public Sandbox.Texture Sandbox.EnvmapProbe.Texture { get; set; }public Color Sandbox.EnvmapProbe.TintColor { get; set; }public Sandbox.EnvmapProbe.CubemapDynamicUpdate Sandbox.EnvmapProbe.UpdateStrategy { get; set; }public System.Single Sandbox.EnvmapProbe.ZFar { get; set; }public System.Single Sandbox.EnvmapProbe.ZNear { get; set; }Metadata