API Reference · Diagnostics

OfflineRenderOptions

Namespace: Ava3D

public sealed class OfflineRenderOptions

What an offline render is allowed to cost and how it should shade. The defaults are what the two older overloads always did, so new OfflineRenderOptions() changes nothing.

Properties

MemberDescription
bool Composited { get; set; }

Whether the frame composite — the scene's bloom and vignette — is applied over the finished image, as it is on screen. True by default. False hands back the rasteriser's own output, which is the right input for a test that measures the lighting rather than the glow.

long PixelLimit { get; set; }

The largest image, in pixels, before OfflineRenderer.Render throws rather than drawing smaller. OfflineRenderer.PixelLimit by default.

OfflineQuality Quality { get; set; }

Per vertex or per pixel. OfflineQuality.Preview by default.

int TriangleBudget { get; set; }

How many triangles to draw before the rest are left out and counted in OfflineRenderResult.SkippedTriangles.

The software renderer's own default, SoftwareSettings.DefaultTriangleBudget. Raise it for a picture that has to be whole — an offline render has no frame to be late for, so a larger budget costs time and nothing else. The first draw item is always drawn, cut short at the budget rather than dropped, so a single oversized mesh still produces a picture.

See also