Class PostProcessingVolume
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
post_processing_volume. A master volume applies everywhere, any other one while the camera is inside its model.
public sealed class PostProcessingVolume : BaseModelEntityInheritance
object ← BaseEntity ← BaseModelEntity ← PostProcessingVolume
Inherited Members
BaseModelEntity.Solid, BaseModelEntity.ModelNode, BaseModelEntity.Physics, BaseModelEntity.LoadedModel, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.SpawnData, BaseEntity.NameFixup, BaseEntity.SpawnGroup, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.SpawnTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.WorldOrigin, BaseEntity.WorldAngles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, BaseEntity.IsShown, BaseEntity.IsCollidable, BaseEntity.TouchingEntities, BaseEntity.HasSpawnFlags<TSpawnFlags>(TSpawnFlags), BaseEntity.Spawn(), BaseEntity.Activate(), BaseEntity.Think(), BaseEntity.RoundStart(), BaseEntity.MoveDone(), BaseEntity.TryGetTouchBounds(out Vector3, out Vector3), BaseEntity.ObjectCaps, BaseEntity.Use(BaseEntity?), BaseEntity.Teleport(Vector3, Vector3?), BaseEntity.AcceptInput(string, EntityInputData), BaseEntity.SetNextThink(float), BaseEntity.SetMoveDoneTime(float), BaseEntity.GetSurfaceVelocity(Vector3), BaseEntity.AngleMod(float)
Constructors
PostProcessingVolume(EntitySystem, EntitySpawnInfo)
Initializes a post_processing_volume from its keyvalues.
public PostProcessingVolume(EntitySystem system, EntitySpawnInfo spawnInfo)Parameters
system EntitySystem
spawnInfo EntitySpawnInfo
Properties
BuildsCollider
Gets whether the model's physics becomes a BaseEntity.Collider; its hulls are drawn either way. Read during construction, so overrides must not depend on instance state.
protected override bool BuildsCollider { get; }Property Value
bool
Volume
Gets the post processing this entity registered.
public ScenePostProcessVolume? Volume { get; }Property Value
Methods
CreateRootNode()
Loads the model and makes it this entity's own node. Brush entities carry their geometry this way, in a model compiled next to the map.
protected override SceneNode? CreateRootNode()Returns
The model node, or the editor box from BaseEntity.CreateRootNode() when there is nothing to draw, so a collision-only entity can still be seen and picked.
Spawn()
Sets up the entity (model, class keyvalues, first think). Called once its spawn group has created all of its entities, after its move parent has spawned.
public override void Spawn()Remarks
An override calls this first: it builds the node from BaseEntity.CreateRootNode() and snaps the entity onto its parent's attachment, which the rest of the override reads.

