API Reference · Capturing a frame
Rendering.CameraSnapshot
public readonly record struct Rendering.CameraSnapshotThe camera, frozen for one frame. Small enough to send every time the view changes, and what a CapturedFrame reports it was drawn from.
Up arrives already resolved from the camera's roll rather than being re-derived here, because the render thread must not read a Camera the UI thread is still moving. It is also what makes a rolled camera roll its sprites on every backend: all three take a billboard's axes from the columns of CameraSnapshot.View, so there is nothing further to plumb.
Constructors
| Member | Description |
|---|---|
| The camera, frozen for one frame. Small enough to send every time the view changes, and what a
|
Properties
| Member | Description |
|---|---|
| The far clipping distance. |
| The vertical field of view. |
| The near clipping distance. |
| Where the camera is, in world units. |
| What it looks at. |
| Which way is up, with the camera's roll applied. |
| The view matrix: world to camera. |
Methods
| Member | Description |
|---|---|
| The camera as it is now. Read it on the thread that owns the camera. |
| The projection matrix for a viewport of this aspect ratio. |