XraySettings class final
Silhouettes of what the walls hide.
A node whose layerMask meets layerMask is drawn twice more at the end
of the scene pass: once to mark the stencil wherever it is visible, and
once as a flat colour wherever it fails the depth test and the stencil
says no visible part of a marked node is there. The stencil is what keeps
the lit half of a half-hidden monster lit — without it, a far limb behind
a near one would paint its silhouette over the part the player can see —
and it is what the second draw of a second monster is masked by.
Off by default, because layerMask is zero and a mask that meets nothing
draws nothing; the dungeon switches it on for the seconds a sensor
power-up lasts. The stage draws nothing at all on a device whose
supportsStencil is false, which is a picture without silhouettes rather
than a frame with something wrong in it.
Constructors
- XraySettings({Vector3? color, int layerMask = 0})
-
const
Properties
- color → Vector3?
-
Linear light, before exposure and the tone curve, as every colour in
the HDR target is. Null takes the default, an orange bright enough to
read through a dark corridor without blooming.
final
- enabled → bool
-
no setter
- hashCode → int
-
The hash code for this object.
no setterinherited
- layerMask → int
-
Which nodes get a silhouette: those whose
SceneNode.layerMaskshares a bit with this. Zero is off.final - resolvedColor → Vector3
-
no setter
- runtimeType → Type
-
A representation of the runtime type of the object.
no setterinherited
Methods
-
noSuchMethod(
Invocation invocation) → dynamic -
Invoked when a nonexistent method or property is accessed.
inherited
-
toString(
) → String -
A string representation of this object.
inherited
Operators
-
operator ==(
Object other) → bool -
The equality operator.
inherited