Class: Entity
Lua
C++
Edit

Entity::SetRenderLayers

This method is used to control which cameras an entty is visible in.

Syntax

Parameter Description
renderlayers bitwise flag indicating which render layers the entity should appear in

Remarks

The default render layers value is 1.

Example

#include "UltraEngine.h"
using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    auto box = CreateBox(world);
    box->Move(-1, 0, 2);

    auto box2 = CreateBox(world);
    box2->Move(1, 0, 2);

    //Create a camera
    auto camera = CreateCamera(world);
    camera->SetClearColor(0.125);

    camera->SetFog(true);
    camera->SetFogColor(0, 1, 0);
    camera->SetFogRange(0, 5);

    auto camera2 = CreateCamera(world);
    camera2->SetClearMode(ClearMode(0));

    camera2->SetFog(true);
    camera2->SetFogColor(1, 0, 0);
    camera2->SetFogRange(0, 5);

    //Box2 will only appear on camera 2
    box2->SetRenderLayers(2);
    camera2->SetRenderLayers(2);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}
Copyright © 2024 Ultra Software.
All rights reserved.