Open Dev Kit Documentation :: Game :: Hologram Parameters
Game.HologramParametersOptions for defining holographic objects in the game world
Enumerations
- Hologram Type
- Types of holographic objects
- Rendering Mode
- Method for rendering holographic objects
- Coloring Mode
- Method for coloring holographic objects
- Siding Mode
- Method for handling siding of holographic objects
- Drawing Flags
- Options for configuring drawing behavior
- Filtering Mode
- Method for texture filtering
Functions
- Get Hologram ( ) Model*
- Returns a hologram model based on generative properties
- Apply Filtering ( Image Image' )
- Applies texture filtering to the provided image
- Draw ( Render Context Render Context*, Position 3D Vector, Scale 3D Vector, Orientation 4D Vector (Quaternion), Time Float, Tint Color Color HDR, Tint Specular Color HDR, Layer Color Color HDR, Texture Diffuse Image*, Texture Area Rectangle )
- Builds hologram model based on generative properties and draws it using rendering properties
- Draw Model ( Render Context Render Context*, Model Model*, Position 3D Vector, Scale 3D Vector, Orientation 4D Vector (Quaternion), Time Float, Tint Color Color HDR, Tint Specular Color HDR, Layer Color Color HDR )
- Draws model using rendering properties
- Draw Pre ( Render Context Render Context*, Position 3D Vector, Scale 3D Vector, Orientation 4D Vector (Quaternion) )
- Sets up rendering properties
- Draw Post ( Render Context Render Context* )
- Dismantles rendering properties
Properties
- Type Hologram Type
- type of hologram to be rendered
- Cubemap Boolean
- if each distinct surface should map a separate part of the image
- Detail Integer
- how much detail should be used (ie: sphere/cone slices, patch count)
- Patch Edge Texture Float
- how much texture should be used for edge/corner patches
- Patch Edge Scale Float
- how much physical space should be used for edge/corner patches
- Model Model'
- custom model to be used instead of a generated one
- Section Rectangle
- internal-use sectioning for large images
- Scale 3D Vector
- internal-use scale at the time of drawing; used to distinguish from other cached holograms
- Animation Track Integer
- which model animation track to use
- Animation Repeating Method Standard Repeating Method
- method used when animation is repeated
- Animation Speed Float
- speed factor applied to animation (1.0 is normal speed)
- Drawing Drawing Flags
- how the hologram is drawn
- Rendering Rendering Mode
- rendering mode of the hologram
- Coloring Coloring Mode
- coloring mode of the hologram
- Filtering Filtering Mode
- filtering mode for texture sampling
- Siding Siding Mode
- how the hologram is sided
- Material Model Material
- material used for rendering the hologram
- Managed Holograms Model* Array
- all premutations of holograms
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