Fixed some typos and added docs for the following functions: startGame() endGame() restartGame() LibLoad() LibNew() LibFree()
5.5 KiB
Game Engine bge.render Module
Intro
# Example Uses an L{SCA_MouseSensor}, and two L{KX_ObjectActuator}s to implement MouseLook:: # To use a mouse movement sensor "Mouse" and a # motion actuator to mouse look: import bge.render import bge.logic # SCALE sets the speed of motion SCALE=[1, 0.5] co = bge.logic.getCurrentController() obj = co.getOwner() mouse = co.getSensor("Mouse") lmotion = co.getActuator("LMove") wmotion = co.getActuator("WMove") # Transform the mouse coordinates to see how far the mouse has moved. def mousePos(): x = (bge.render.getWindowWidth()/2 - mouse.getXPosition())*SCALE[0] y = (bge.render.getWindowHeight()/2 - mouse.getYPosition())*SCALE[1] return (x, y) pos = mousePos() # Set the amount of motion: X is applied in world coordinates... lmotion.setTorque(0.0, 0.0, pos[0], False) # ...Y is applied in local coordinates wmotion.setTorque(-pos[1], 0.0, 0.0, True) # Activate both actuators bge.logic.addActiveActuator(lmotion, True) bge.logic.addActiveActuator(wmotion, True) # Centre the mouse bge.render.setMousePosition(bge.render.getWindowWidth()/2, bge.render.getWindowHeight()/2)
Constants
- bge.render.KX_TEXFACE_MATERIAL
Materials as defined by the texture face settings.
- bge.render.KX_BLENDER_MULTITEX_MATERIAL
Materials approximating blender materials with multitexturing.
- bge.render.KX_BLENDER_GLSL_MATERIAL
Materials approximating blender materials with GLSL.
Functions
- bge.render.getWindowWidth()
Gets the width of the window (in pixels)
- Return type:
integer
- bge.render.getWindowHeight()
Gets the height of the window (in pixels)
- Return type:
integer
- bge.render.makeScreenshot(filename)
Writes a screenshot to the given filename.
If filename starts with // the image will be saved relative to the current directory. If the filename contains # it will be replaced with the frame number.
The standalone player saves .png files. It does not support colour space conversion or gamma correction.
When run from Blender, makeScreenshot supports Iris, IrisZ, TGA, Raw TGA, PNG, HamX, and Jpeg. Gamma, Colourspace conversion and Jpeg compression are taken from the Render settings panels.
- bge.render.enableVisibility(visible)
Doesn’t really do anything…
- bge.render.showMouse(visible)
Enables or disables the operating system mouse cursor.
- bge.render.setMousePosition(x, y)
Sets the mouse cursor position.
- bge.render.setBackgroundColor(rgba)
Sets the window background colour.
- bge.render.setMistColor(rgb)
Sets the mist colour.
- bge.render.setAmbientColor(rgb)
Sets the color of ambient light.
- bge.render.setMistStart(start)
Sets the mist start value. Objects further away than start will have mist applied to them.
- bge.render.setMistEnd(end)
Sets the mist end value. Objects further away from this will be coloured solid with the colour set by setMistColor().
- bge.render.disableMist()
Disables mist.
Note
Set any of the mist properties to enable mist.
- bge.render.setEyeSeparation(eyesep)
Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
- Parameters:
eyesep (float) – The distance between the left and right eye.
- bge.render.getEyeSeparation()
Gets the current eye separation for stereo mode.
- Return type:
float
- bge.render.setFocalLength(focallength)
Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
- Parameters:
focallength (float) – The focal length.
- bge.render.getFocalLength()
Gets the current focal length for stereo mode.
- Return type:
float
- bge.render.setMaterialMode(mode)
Set the material mode to use for OpenGL rendering.
Note
Changes will only affect newly created scenes.
- bge.render.getMaterialMode(mode)
Get the material mode to use for OpenGL rendering.
- Return type:
KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
- bge.render.setGLSLMaterialSetting(setting, enable)
Enables or disables a GLSL material setting.
- bge.render.getGLSLMaterialSetting(setting, enable)
Get the state of a GLSL material setting.
- Return type:
boolean
- bge.render.drawLine(fromVec, toVec, color)
Draw a line in the 3D scene.
- Parameters:
fromVec (list [x, y, z]) – the origin of the line
toVec (list [x, y, z]) – the end of the line
color (list [r, g, b]) – the color of the line
- bge.render.enableMotionBlur(factor)
Enable the motion blur effect.
- Parameters:
factor (float [0.0 - 1.0]) – the ammount of motion blur to display.
- bge.render.disableMotionBlur()
Disable the motion blur effect.