Class PostProcessingVolume
Namespace: ValveResourceFormat.Renderer.Entities
Assembly: Renderer.dll
post_processing_volume. Registers its post processing with the scene: 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, BaseEntity.Scene, BaseEntity.RootNode, BaseEntity.Transform, BaseEntity.RigidTransform, BaseEntity.LayerName, BaseEntity.EntitySystem, BaseEntity.Data, BaseEntity.Classname, BaseEntity.TargetName, BaseEntity.SpawnFlags, BaseEntity.ParentTransform, BaseEntity.Owner, BaseEntity.MoveParent, BaseEntity.EntityScale, BaseEntity.ModelName, BaseEntity.Origin, BaseEntity.Angles, BaseEntity.Velocity, BaseEntity.AngularVelocity, BaseEntity.NextThink, BaseEntity.MoveDoneTime, BaseEntity.IsRemoved, BaseEntity.Collider, BaseEntity.IsSolid, BaseEntity.IsTrigger, BaseEntity.IsDrawn, 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 . Its hulls are drawn either way. Read while the entity is constructed, so an override must not depend on its own state.
protected override bool BuildsCollider { get; }Property Value
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. Source's SetModel, done for the entity rather than by it: deriving from this class is the statement that there is a model to set up. 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 when there is nothing to draw, so an entity compiled for collision alone can still be seen and picked.
Spawn()
Sets up the entity: loads its model, reads class-specific keyvalues, and schedules its first think. Called by right after construction, before the entity enters the world.
public override void Spawn()
