CSCN files are easily editable text files (since the syntax is understood).
The data types used in scene files are these ones :
- boolean : a boolean (true or false).
- int : a simple integer.
- mask_1 : an hexadecimal integer defining a mask for one component from a colour (0x000000FF, for instance).
- mask_3 : an hexadecimal integer defining a mask for three components from a colour (0x00FFFFFF, for instance).
- real : a floating point number, using dot ( . ) as the decimals separator.
- 2, 3, 4 ints : 2, 3 or 4 integers, separated by commas ( , ) or spaces ( ).
- 2, 3, 4 reals : 2, 3 or 4 floating point numbers, separated by commas ( , ) or spaces ( ).
- size : 2 integers greater than or equal to 0.
- 2x2, 3x3, 4x4 reals matrix : 2, 3 or 4 groups separated by semi colons ( ; ) of 2, 3 or 4 floating point numbers separated by commas ( *,* ) or spaces ( ).
- rgb_colour : the RGB components of colour, expressed in floating point numbers between 0.0 and 1.0.
- rgba_colour : the RGBA components of colour, expressed in floating point numbers between 0.0 and 1.0.
- rgb_hdr_colour : the RGB components of colour, expressed in floating point numbers greater than or equal to 0.0.
- rgba_hdr_colour : the RGBA components of colour, expressed in floating point numbers greater than or equal to 0.0.
- value : a string corresponding to a predefined value.
- name : a string, wrapped into double quotes ( " ).
- file : a string, wrapped into double quotes ( " ), containing a file name and path.
- folder : a string, wrapped into double quotes ( " ), containing a folder path.
Description
The file is split into sections, defined as follows :
[section-type] "[section-name]"
{
// Section description
}
Example:
light "Light0"
{
type directional
colour 1.0 1.0 1.0
intensity 0.8 1.0
}
Some sections can have child subsections :
material "Bronze"
{
pass
{
ambient 0.2125 0.1275 0.054
diffuse 0.714 0.4284 0.12144
emissive 0.0
specular 0.393548 0.271906 0.166721
shininess 25.6
}
}
Sections list
The possible sections are the following:
- sampler
Defines a texture sampler object.
- material
Defines a material.
- mesh
Defines a mesh.
- font
Defines a font used in text overlays.
- window
Defines a render window.
- panel_overlay
Defines a simple panel overlay.
- border_panel_overlay
Defines a panel overlay with a border.
- text_overlay
Defines a panel overlay with a text.
- scene
Defines a whole scene.
Section sampler
- min_filter : value
Value used for minification function. The possible values are :
- linear : linear interpolation.
- nearest : no interpolation.
- mag_filter : value
Value used for magnification function. The possible values are :
- linear : linear interpolation.
- nearest : no interpolation.
- mip_filter : value
Value used for mipmapping function. The possible values are :
- linear : linear interpolation.
- nearest : no interpolation.
- min_lod : real
Defines minimum level of detail value.
- max_lod : real
Defines maximum level of detail value.
- lod_bias : real
Defines the base MIP-Level.
- u_wrap_mode : value
Defines the wrapping mode of the texture, for the U component. The possible values are :
- repeat : The texture is repeated.
- mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
- clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
- clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
- v_wrap_mode : value
Defines the wrapping mode of the texture, for the V component. The possible values are :
- repeat : The texture is repeated.
- mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
- clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
- clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
- w_wrap_mode : value
Defines the wrapping mode of the texture, for the W component. The possible values are :
- repeat : The texture is repeated.
- mirrored_repeat : The texture is repeated, each instance of 2 being the mirror of the other one.
- clamp_to_border : The texture is stretched, the object edge colour is defined as the texture edge colour.
- clamp_to_edge : The texture is stretched, the object edge colour is defined as the average of the texture edge colour and the border colour.
- border_colour : rgba_colour
Defines the non textured border colour.
- float_transparent_black : Transparent black.
- int_transparent_black : Transparent black.
- float_opaque_black : Opaque black.
- int_opaque_black : Opaque black.
- float_opaque_white : Opaque white.
- int_opaque_white : Opaque white.
- max_anisotropy : real
Defines the maximum degree of anisotropy.
material section
Materials can be multi-pass, so you can declare more than one pass subsection.
- pass : section
Defines a new section describing a texture.
pass section
- diffuse : rgb_colour
Defines diffuse colour of the pass (phong materials only).
- albedo : rgb_colour
Defines albedo colour of the pass (not available with phong materials).
- specular : rgb_colour
Defines specular colour of the pass (not available with metallic/roughness materials).
- metallic : real (between 0 and 1)
Defines the metallness of the pass (metallic/roughness materials only).
- shininess : real (between 0 and 128)
Defines the specular exponent of the pass (phong materials only).
- glossiness : real (between 0 and 1)
Defines the glossiness of the pass (specular/glossiness materials only).
- roughness : real (between 0 and 1)
Defines the roughness of the pass (metallic/roughness materials only).
- ambient : real (between 0 and 1)
Defines ambient factor of the pass (phong materials only).
- emissive : real (between 0 and 1)
Defines emissive factor of the pass.
- alpha : real (between 0 and 1)
Defines the global alpha value for the pass.
- two_sided : boolean
Tells the pass is two sided (true) or not (false).
- texture_unit : section
Defines a new section describing a texture unit.
- alpha_blend_mode : value
Alpha blending mode name, can be one of:
- none : No alpha blending.
- additive : Source and destination alpha values are added.
- multiplicative : Source and destination alpha values are multiplied.
- colour_blend_mode : value
Colour blending mode name, can be one of:
- none : No colour blending.
- additive : Source and destination colour values are added.
- multiplicative : Source and destination colour values are multiplied.
- alpha_func : func : value ref-val: real
Defines the way alpha rejection is applied to the texture. The second parameter is the reference value used in alpha rejection function. The first parameter values can be :
- always : The sample colour is always applied.
- less : The sample colour is applied if its alpha component is less than the second parameter.
- less_or_equal : The sample colour is applied if its alpha component is less than or equal to the second parameter.
- equal : The sample colour is applied if its alpha component is equal to the second parameter.
- not_equal : The sample colour is applied if its alpha component is different from the second parameter.
- greater_or_equal : The sample colour is applied if its alpha component is greater than or equal to the second parameter.
- greater : The sample colour is applied if its alpha component is greater than the second parameter.
- never : The sample colour is never applied.
- refraction_ratio : real
Defines the refraction ratio of the pass. Note that if there is no refraction map, the refraction is still applied, using only the skybox.
- subsurface_scattering : section
Defines a new section describing subsurface scattering for the pass.
- parallax_occlusion : boolean
Enables or disables parallax occlusion mapping (needs a normal map and a height map).
- bw_accumulation : int between 0 and 5
Defines the accumulation function, for blended weighted rendering.
- reflections : Enables reflections.
- refractions : Enables refraction.
texture_unit section
- image : file
Defines the image file name.
- render_target : section
Defines a new section describing a render target.
- channel : value {| value}
The channels to which the texture is bound. Can be one of the following :
- diffuse : Diffuse lighting colour (Phong only).
- albedo : Base colour (PBR only).
- specular : Specular colour (Phong and PBR Specular/Glossiness).
- metallic : Metallic factor (PBR Metallic/Roughness only).
- shininess : Specular exponent (Phong only).
- glossiness : Glossiness factor (PBR Specular/Glossiness only).
- roughness : Roughness factor (PBR Metallic/Roughness only).
- opacity : Opacity factor.
- emissive : Emissive colour.
- transmittance : Transmittance factor (for subsurface scattering).
- occlusion : Occlusion factor.
- normal : Normals.
- height : Height.
- sampler : name
Defines the sampler object used by the texture.
- diffuse_mask : mask_3
Defines the components from the texture used for the diffuse colour (Phong only).
- albedo_mask : mask_3
Defines the components from the texture used for the base colour (PBR only).
- specular_mask : mask_3
Defines the components from the texture used for the specular colour (Phong or PBR Specular/Glossiness).
- metalness_mask : mask_1
Defines the component from the texture used for the metallic factor (PBR Metallic/Roughness only).
- shininess_mask : mask_1
Defines the component from the texture used for the specular exponent (Phong only).
- glossiness_mask : mask_1
Defines the component from the texture used for the glossiness factor (PBR Specular/Glossiness only).
- roughness_mask : mask_1
Defines the component from the texture used for the roughness factor (PBR Metallic/Roughness only).
- opacity : mask_1
Defines the component from the texture used for the opacity factor.
- emissive : mask_3
Defines the components from the texture used for the emissive colour.
- transmittance : mask_1
Defines the component from the texture used for the transmittance factor (for subsurface scattering.
- occlusion : mask_1
Defines the component from the texture used for the occlusion factor.
- normal : mask_3
Defines the components from the texture used for the normals.
- height : mask_1
Defines the component from the texture used for the height.
- height_factor : real
The height factor multiplier.
- normal_directx : booléen
Tells if the texture normals are expressed for DirectX (green component will then be inverted).
shader_program section
- vertex_program : section
Defines a new section describing the vertex program.
- pixel_program : section
Defines a new section describing the pixel program.
- geometry_program : section
Defines a new section describing the geometry program.
- hull_program : section
Defines a new section describing the hull (tessellation control) program.
- domain_program : section
Defines a new section describing the domain (tessellation evaluation) program.
- constants_buffer : section
Defines a new section dexcribing a constants buffer (uniform buffer).
vertex/pixel/geometry/hull/domain_program section
- file : file
Shader file name
- sampler : name
Creates a new variable of sample (1D, 2D, …) type, for the pixel shader.
- input_type : value
Defines the input faces data type, for geometry shader. Can be one of the following :
- points : Points.
- lines : Disjoint lines.
- line_loop : Joint lines loop.
- line_strip : Joint lines.
- triangles : Disjoint triangles.
- triangle_strip : Joint triangles.
- triangle_fan : Triangles joint using the first point.
- quads : Disjoint quads.
- quad_strip : Joint quads.
- polygon : Polygons.
- output_type : value
Defines the geometry chader output data type. Can be one of the following :
- points : Points.
- line_strip : Joint lines.
- triangle_strip : Joint triangles.
- quad_strip : Joint quads.
- output_vtx_count : int
Defines the geometry shader output vertices.
- constants_buffer : section
Defines a new section describing a constants buffer.
constants_buffer section
- shaders : bitwise ORed values
Shader types to which this buffer applies, can be one of:
- vertex
- hull
- domain
- geometry
- pixel
- compute
- variable : name, section
Defines a new section describing a variable for this buffer.
variable section
- type : value
Variable type name, can be :
- int : 1 signed integer.
- uint : 1 unsigned integer.
- float : 1 simple precision floating point number.
- double : 1 double precision floating point number.
- vec2i : 2 signed integers.
- vec3i : 3 signed integers.
- vec4i : 4 signed integers.
- vec2f : 2 simple precision floating point numbers.
- vec3f : 3 simple precision floating point numbers.
- vec4f : 4 simple precision floating point numbers.
- vec2d : 2 double precision floating point numbers.
- vec3d : 3 double precision floating point numbers.
- vec4d : 4 double precision floating point numbers.
- mat2x2i : 2x2 signed integers matrix.
- mat2x3i : 2x3 signed integers matrix.
- mat2x4i : 2x4 signed integers matrix.
- mat3x2i : 3x2 signed integers matrix.
- mat3x3i : 3x3 signed integers matrix.
- mat3x4i : 3x4 signed integers matrix.
- mat4x2i : 4x2 signed integers matrix.
- mat4x3i : 4x3 signed integers matrix.
- mat4x4i : 4x4 signed integers matrix.
- mat2x2f : 2x2 simple precision floating point numbers matrix.
- mat2x3f : 2x3 simple precision floating point numbers matrix.
- mat2x4f : 2x4 simple precision floating point numbers matrix.
- mat3x2f : 3x2 simple precision floating point numbers matrix.
- mat3x3f : 3x3 simple precision floating point numbers matrix.
- mat3x4f : 3x4 simple precision floating point numbers matrix.
- mat4x2f : 4x2 simple precision floating point numbers matrix.
- mat4x3f : 4x3 simple precision floating point numbers matrix.
- mat4x4f : 4x4 simple precision floating point numbers matrix.
- mat2x2d : 2x2 double precision floating point numbers matrix.
- mat2x3d : 2x3 double precision floating point numbers matrix.
- mat2x4d : 2x4 double precision floating point numbers matrix.
- mat3x2d : 3x2 double precision floating point numbers matrix.
- mat3x3d : 3x3 double precision floating point numbers matrix.
- mat3x4d : 3x4 double precision floating point numbers matrix.
- mat4x2d : 4x2 double precision floating point numbers matrix.
- mat4x3d : 4x3 double precision floating point numbers matrix.
- mat4x4d : 4x4 double precision floating point numbers matrix.
- count : int
Variable occurences count (array size).
- value :
Variable value, depends on the chosen type.
subsurface_scattering section
- strength : real
Defines the strength of the effect.
- gaussian_width : real
Defines the width of the Gaussian blur.
- transmittance_profile : section
Defines a new section describing the transmittance profile.
transmittance_profile section
- factor : vec4f
Defines the three RGB components of the colour, and the fourth component is used for the exponent of that colour.
font section
- file : file
Defines the file holding the font.
- height : int
Defines the height (precision) of the font.
scene section
- ambient_light : colour
Defines the ambient lighting colour. For PBR materials, defines the influence of the IBL on the scene.
- background_colour : colour
Defines the background colour.
- background_image : file
Defines the background image.
- import : file
Allows scene import from a CSCN file or another file format supported by Castor3D importer plug-ins.
- scene_node : section
Defines a new section describing a scene node for objects, lights or billboards.
- camera_node : section
Defines a new section describing a scene node for cameras.
- light : section
Defines a new section describing a light source.
- object : section
Defines a new section describing an object.
- billboard : section
Defines a new section describing a billboards list.
- camera : section
Defines a new section describing a camera.
- panel_overlay : section
Defines a new section describing a simple panel overlay.
- border_panel_overlay : section
Defines a new section describing a simple panel overlay with a border.
- text_overlay : section
Defines a new section describing a simple panel overlay with text.
- animated_object_group : section
Defines a new section describing an animated object group, with common animations.
- mesh : section
Defines a new section describing a mesh, that can be used with one or more objects.
- particle_system : section
Defines a new section describing a particle system.
- skybox : section
Defines a new section describing the skybox.
- include : file
Includes a scene file, allowing you to split your scene in multiple files.
- sampler : section
Defines a new section describing a sampler.
- fog_type : value
Defines the fog type for the scene. Possible values are:
- linear: Fog intensity increases linearly with distance to camera.
- exponential: Fog intensity increases exponentially with distance to camera.
- squared_exponential: Fog intensity increases even more with distance to camera.
- fog_density : real
Defines the fog density, which is multiplied by the distance, according to chosen fog type.
- hdr_config : section
Defines a new section describing the HDR configuration.
hdr_config section
- exposure : real
Defines the scene’s exposure.
- gamma : real
Defines the gamma correction.
scene_node and camera_node sections
- parent : name
Defines this node’s parent. The default parent node is the root node.
- position : 3 reals
Node position relative to its parent.
- orientation : 4 reals
A quaternion holding node orientation relative to its parent.
- scale : 3 reals
Node scale relative to its parent.
light section
- type : value
Three light source types exist in Castor3D :
- directional : directional light (like the sun).
- point_light : a positioned source which emits in all directions.
- spot_light : a positioned source which emits in an oriented cone.
- colour : rgb_colour
Defines the colour for this source.
- intensity : 2 reals
Defines the diffuse and specular intensities for this source.
- attenuation : 3 reals
Defines the three attenuation components : constant, linear and quadratic. This attenuation is computed from the distance to the light source.
Only for spot_light and point_light.
- cut_off : real
Defines the angle of the emission cone.
Only for spot_light.
- exponent : real
Defines the attenuation computed with the distance from the emission cone centre.
Only for spot_light.
- parent : name
Defines the node which this light source is attached to.
- shadow_producer : section
Defines a new section describing the shadows for the light source.
shadows section
- producer : booléen
Tells if the light source produces shadows (true) or not (false).
- filter : valeur
Defines the type of shadows to use. Can be one of the following:
- raw : No filter.
- pcf : PCF filter.
- variance : Variance Shadow Map.
- min_offset : real
Defines the minimal offset to apply to the shadow value.
- max_slope_offset : real
Defines the mawimal offset, slope wise, to apply to the shadow value.
- variance_max : real
Defines the minimal variance factor to apply to the shadow value.
- variance_bias : real
Defines the variance bias to apply to the shadow value.
- volumetric_steps : int
Defines the number of steps performed by the ray to compute the volumetric light scattering.
- volumetric_scattering : real
Defines the volumetric light scattering factor.
object section
- parent : name
Defines the node which this object is attached to.
- mesh : name
Defines the mesh this object uses.
- mesh : name section
Defines a new section describing a mesh with the given name.
- material : name
Name of a material, defined in a .cmtl file or in this file. Applies this material too all the submeshes.
- materials : section
New section used to specify each submesh’s material.
- cast_shadows : boolean
Defines if the object casts shadows (true, default value) or not (false).
- receive_shadows : boolean
Defines if the object receives shadows (true, default value) or not (false).
materials section
- material : int, name
Submesh index, and material name for this submesh.
billboard section
Allows the definition of billboards that share the same material and dimensions.
- parent : name
Defines the parent scene node.
- positions : section
Defines a new section describing each billboard position.
- material : name
Defines the material used by every billboard of this list.
- dimensions : size
Defines billboards dimensions.
- type : value
Defines the type of billboard. Possible values are:
- cylindrical: The billboard faces the camera, except for their Y axis, which remains still.
- spherical: The billboard faces the camera on all axes.
- size : value
Defines the billboards sizing. Possible values are:
- dynamic: The size varies, depending on the distance to camera.
- fixed: The size is fixed, where the camera is.
positions section
- pos : 3 reals
Defines the relative position of a billboard.
camera section
- parent : name
Defines the parent CameraNode.
- primitive : value
Defines the display type. Can be one of :
- points : Points.
- lines : Disjointed lines.
- line_loop : Jointed lines loop.
- line_strip : Joined lines.
- triangles : Disjointed triangles.
- triangle_strip : Jointed triangles.
- triangle_fan : Triangles jointed using the first point.
- quads : Disjointed quads.
- quad_strip : Jointed quads.
- polygon : Polygons.
- viewport : section
Defines the camera view port.
viewport section
- type : value
Window display type, 2d or 3d.
- left : real
Defines the minimum displayed X coordinate.
- right : real
Defines the maximum displayed X coordinate.
- top : real
Defines the minimum displayed Y coordinate.
- bottom : real
Defines the maximum displayed Y coordinate.
- near : real
Defines the minimum displayed Z coordinate.
- far : real
Defines the maximum displayed Z coordinate.
- size : size
Defines the window display size (in pixels).
- fov_y : real
Defines the vertical field of view angle, in radians.
- aspect_ratio : real
Defines the global window aspect ratio (1.33333 for 4/3, 1.77777 for 16/9 … ).
animated_object_group section
- animated_object : name
Adds the object with the given name to the group.
- animation : name
Adds the animation with the given name to the group’s common animations list.
- start_animation : name
Starts the given animation.
- pause_animation : name
Pauses the given animation (which must have been started first).
animation section
- looped : boolean
Defines if the animation is looped (true) or not (false, default value).
- scale : real
Defines the time scale of the animation (can be negative, the animation will then be played backwards).
mesh section
- type : name
Mesh type name, one of :
- custom : manually defined mesh or imported mesh.
- cube : a cube, user must then define its three dimensions.
- cone : a cone, user must then define its radius and height.
- cylinder : a cylinder, user must then define its radius and height.
- sphere : a sphere with quad faces, user must then define the subdivisions count and the radius.
- icosahedron : a sphere with triangular faces, user must then define the subdivisions count and the radius.
- torus : a torus, user must then define the internal and external subdivisions count and the internal and external radius.
- plane : a plane, user must then define the width and depth subdivisions count and the width and depth.
- submesh : section
Defines a new section describing a submesh. Only if the mesh type is custom.
- import : file <options>
Allows import of mesh data from a file, in CMSH file format or any format supported by Castor3D import plug-ins. Only if the mesh type is custom. This directive can accept few optional parameters :
- smooth_normals : Computes normals per vertex during import.
- flat_normals : Computes normals per face during the import.
- tangent_space : Computes tangent space informations (tangent and bi-tangent) during import.
- rescale=*real* : Rescales the resulting mesh by given factor, on three axes.
- morph_import : file <options>
Allows import of mesh data from a file, to add mophing animation.
This directive must happen after a first import directive.
Available only if the mesh type is custom.
This directive can accept few optional parameters :
- smooth_normals : Computes normals per vertex during import.
- flat_normals : Computes normals per face during the import.
- tangent_space : Computes tangent space informations (tangent and bi-tangent) during import.
- rescale=*real* : Rescales the resulting mesh by given factor, on three axes.
- division : name int
Allows the mesh subdivision, using a supported Castor3D divider plug-in algorithm. The second parameter is the application count of the algorithm (its applied recursively).
submesh section
- vertex : 3 reals
Defines a vertex position.
- uv : 2 reals
Defines the UV texture coordinates for the previously declared vertex.
- uvw : 3 reals
Defines the UVW texture coordinates for the previously declared vertex.
- normal : 3 reals
Defines the normal coordinates for the previously declared vertex.
- tangent : 3 reals
Defines the tangent coordinates for the previously declared vertex.
- face : 3 or 4 integers
Defines a face using the three or four vertices whose indices are given. If more than three indices are given, creates the appropriate count of triangular faces.
- face_uv : as much uv as the face indices
Defines the UV coordinates for each vertex of the previously declared face.
- face_uvw : as much uvw as the face indices
Defines the UVW coordinates for each vertex of the previously declared face.
- face_normals : as much 3 reals groups as the face indices
Defines the normals coordinates for each vertex of the previously declared face.
- face_tangents : as much 3 reals groups as the face indices
Defines the tangents coordinates for each vertex of the previously declared face.
panel_overlay section
- material : name
Defines the material used by the panel.
- position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
- size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
- pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
- pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
- uv : 4 reals
Defines the UV for the overlay (left, top, right, bottom).
- panel_overlay : name section
Defines a new section describing a simple panel children overlay.
- border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
- text_overlay : name section
Defines a new section describing a text panel children overlay.
border_panel_overlay section
- material : name
Defines the material used by the panel.
- position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
- size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
- pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
- pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
- center_uv : 4 reals
Defines the UV for the center of the overlay (left, top, right, bottom).
- border_material : name
Defines the material used for the panel’s border.
- border_position : value
Defines the border’s position, can be one of:
- internal : The border is inside the overlay.
- middle : The border is half inside, half outside the overlay.
- external : The border is outside the overlay.
- border_size : 4 reals
Defines the borders sizes (left right, top, bottom).
- pxl_border_size : 2 ints
Defines the absolute border size, in pixels.
- border_inner_uv : 4 reals
Defines the UV for the border of the overlay, inner side (left, top, right, bottom).
- border_outer_uv : 4 reals
Defines the UV for the border of the overlay, outer side (left, top, right, bottom).
- panel_overlay : name section
Defines a new section describing a simple panel children overlay.
- border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
- text_overlay : name section
Defines a new section describing a text panel children overlay.
text_overlay section
- material : name
Defines the material used by the panel.
- position : 2 reals
Defines the overlay position, relative to its parent (or to screen, if no parent).
- size : 2 reals
Defines the overlay size, relative to its parent (or to screen, if no parent).
- pxl_position : 2 ints
Defines the absolute position for the overlay, in pixels.
- pxl_size : 2 ints
Defines the absolute size for the overlay, in pixels.
- font : name
Defines the font used to display the text.
- text : texte
Defines the displayed text.
- text_wrapping : value
Defines the way the text is cut when a line overflows the overlay dimensions. Can be one of:
- none : The text is not cut (the part that overflows won’t be displayed, though).
- break : The text is cut at the letter (the words will be cut).
- break_words : The text is cut at the word (the words remain uncut).
- vertical_align : value
Defines the text vertical alignment:
- top : Align on top.
- center : Vertically center.
- bottom : Align on bottom.
- horizontal_align : value
Defines the text horizontal alignment:
- left : Align on left.
- center : Horizontally center.
- right : Align on right.
- texturing_mode : value
Defines the way the texture is applied:
- letter : The texture is applied on each letter.
- text : The texture is applied on the whole text.
- line_spacing_mode : value
Defines the height of the lines:
- own_height : Each line has its own height.
- max_lines_height : Each line has the height of the line with the maximum height.
- max_font_height : Each line has the height of the character with the maximum height in the font.
- panel_overlay : name section
Defines a new section describing a simple panel children overlay.
- border_panel_overlay : name section
Defines a new section describing a border panel children overlay.
- text_overlay : name section
Defines a new section describing a text panel children overlay.
window section
- render_target : section
Defines a new section describing the render target.
- vsync : boolean
Defines the activation or deactivation of vertical synchronisation.
- fullscreen : boolean
Defines the activation or deactivation of full-screen display.
render_target section
- scene : nom
Defines the scene rendered in this target.
- camera : nom
Defines the camera used to render the scene.
- size : size
Defines the internal buffer dimensions.
- format : value
Defines the colour buffer pixel format. Can be one of :
- l8 : Luminance 8 bits, one 8 bits integral number.
- l16f : Luminance 16 bits, one 16 bits floating point number (half float).
- l32f : Luminance 32 bits, one 32 bits floating point number(float).
- al16 : Alpha + Luminance, two 8 bits integral number.
- al16f : Alpha + Luminance, two 16 bits floating point number (half float).
- al32f : Alpha + Luminance, two 32 bits floating point number (float).
- argb1555 : ARGB 16 bits, 1 bit for alpha and each other component on a 5 bits integer.
- rgb565 : RGB 16 bits, R and B on a 5 bits integer, G on a 6 bits integer.
- argb16 : ARGB 16 bits, each component on a 4 bits integer.
- rgb24 : RGB 24 bits, each component on a 8 bits integer.
- argb32 : ARGB 32 bits, each component on a 8 bits integer.
- argb16f : ARGB 64 bits, each component on a 16 bits floating point number (half float).
- rgb32f : RGB 96 bits, each component on a 32 bits floating point number (half float).
- argb32f : ARGB 128 bits, each component on a 32 bits floating point number (half float).
- depth : value
Defines the depth/stencil buffer pixel format. Can be one of :
- depth16 : Depth on a 16 bits integer.
- depth24 : Depth on a 24 bits integer.
- depth24s8 : Depth on a 24 bits integer, Stencil on a 8 bits integer.
- depth32fs8 : Depth on a 32 bits floating point, Stencil on a 8 bits integer.
- depth32 : Depth on a 32 bits integer.
- depth32f : Depth on a 32 bits floating point.
- stencil1 : Stencil on 1 bit.
- stencil8 : Stencil on a 8 bits integer.
- postfx : value
Defines a post render effect to use. The parameters depend on the chosen effect.
- stereo : boolean
Tells if we use stereoscopic display mode.
- tone_mapping : name
Defines the tone mapping operator to use with the render target.
- ssao : section
Defines a new section describing the Screen Space Ambient Occlusion.
ssao section
- enabled : boolean
Defines the activation status of SSAO.
- high_quality : boolean
Defines the quality of the effect.
- radius : real
Defines the radius of the effect (expressesd in meters).
- bias : real
Defines the bias of the effect.
- intensity : real
Defines the intensity of the effect.
- num_samples : int
Defines the number of samples per pixel.
- edge_sharpness : real
Defines the edge sharpness, in the blur pass.
- blur_step_size : int
Defines the size of a step in the blur pass.
- blur_radius : int
Defines the blur radius.