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.layerMask shares 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