Struct SceneEnvMap.EnvMapVisibility128 ​
Namespace: ValveResourceFormat.Renderer.SceneEnvironment
Assembly: Renderer.dll
128-bit bitmask tracking which environment maps are visible to a node.
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public struct SceneEnvMap.EnvMapVisibility128Properties ​
Full ​
Every item visible.
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public static SceneEnvMap.EnvMapVisibility128 Full { get; }Property Value ​
SceneEnvMap.EnvMapVisibility128
Methods ​
GetFirstShaderIndex() ​
Returns the array index of the lowest env map set here, or zero when empty. Since SceneEnvMap.ShaderIndex is assigned in indoor priority order, that is the highest priority probe the node sees. Ties resolve arbitrarily.
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public readonly uint GetFirstShaderIndex()Returns ​
uint
GetVisibleShaderIndices() ​
Shader indices of every env map marked visible in this bitmask.
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public readonly IEnumerable<int> GetVisibleShaderIndices()Returns ​
IEnumerable<int>
Store(List<SceneEnvMap>) ​
Sets the bits for each env map's SceneEnvMap.ShaderIndex in this bitmask and returns the result.
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public SceneEnvMap.EnvMapVisibility128 Store(List<SceneEnvMap> envMaps)Parameters ​
envMaps List<SceneEnvMap>
Returns ​
SceneEnvMap.EnvMapVisibility128
ToTuple() ​
Returns the four 32-bit buckets of this bitmask as a value tuple.
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public readonly (uint, uint, uint, uint) ToTuple()Returns ​
(uint, uint, uint, uint)

