| Methods: |
| disableMotionBlur |
setAmbientColor |
| drawLine |
setBackgroundColor |
| enableMotionBlur |
setEyeSeparation |
| enableVisibility |
setFocalLength |
| getEyeSeparation |
setGLSLMaterialSetting |
| getFocalLength |
setMaterialMode |
| getGLSLMaterialSetting |
setMistColor |
| getMaterialMode |
setMistEnd |
| getWindowHeight |
setMistStart |
| getWindowWidth |
setMousePosition |
| makeScreenshot |
showMouse |
|
|
disableMotionBlur
disableMotionBlur()
Disables the motion blur effect.
Sample
Code
# import Rasterizer
import Rasterizer
# enable motion blur
Rasterizer.disableMotionBlur()
drawLine
drawLine(start, end, color)
Draws a line.
start:
Type:
List [ x, y, z]
x = x
world coordinate
Type: float
y = y world coordinate
Type: float
z = z world coordinate
Type: float
end:
Type:
List [ x, y, z]
x = x
world coordinate
Type: float
y = y world coordinate
Type: float
z = z world coordinate
Type: float
color:
Type:
List [ r, g, b]
r =
red color value
Type: float
range: 0.0 - 1.0
g = green color value
Type: float
range: 0.0 - 1.0
b = blue color value
Type: float
range: 0.0 - 1.0
Note:
Line isn't permanent. It has to be redrawn
every time the frame is redrawn.
Sample
Code
# import Rasterizer
import Rasterizer
# draw a red line
start = [0.0, 0.0, 0.0]
end = [100.0, 100.0, 5.0]
color = [ 1.0, 0.0, 0.0]
# draw it
Rasterizer.drawLine( start, end, color)
enableMotionBlur
enableMotionBlur(blur)
Enables the motion blur effect.
blur:
Type: float
Range: 0.0 to 1.0
Note:
Your video card and drivers must provide support for
the OpenGL accumulation buffer (gl_Accum)
Sample
Code
# import Rasterizer
import Rasterizer
# enable motion blur
Rasterizer.enableMotionBlur( 0.65)
enableVisibility
enableVisibility(bool)
bool:
Type: bool
value.
True or False. 1 or 0
Note:
Documentation says it doesn't really do anything.
Sample
Code
# import Rasterizer
import Rasterizer
# enable visibility
Rasterizer.enableVisibility(True)
getEyeSeparation
getEyeSeparation()
Returns the distance between left and right eye settings in stereo
mode. (3D glasses)
Return type: float number
Note:
By
default stereo mode is turned off. To turn it on, Buttons
Window Menu
>> Panels Scene(F10) >> Format Tab
>> Game framing
settings. Anaglyph button (red-blue stereo method)
Sample
Code
# import Rasterizer
import Rasterizer
# get eye seperation
eyeSeparation = Rasterizer.getEyeSeparation()
getFocalLength
getFocalLength()
Returns the optimal focusing distance in stereo mode. (3D
glasses)
Return type: float
Note:
By
default stereo mode is turned off. To turn it on, Buttons
Window
Menu >> Panels Scene(F10) >> Format Tab
>> Game
framing settings. Anaglyph button (red-blue stereo method)
Sample
Code
# import rasterizer
import Rasterizer
# get the focal length
focalLength = Rasterizer.getFocalLength()
getGLSLMaterialSetting
getGLSLMaterialSetting(setting)
Returns whether or not a GLSL material setting is enabled.
Return Type: Bool
1 = False = Not enabled
0 = True = enabled
setting:
lights, shaders, shadows, ramps, nodes and extra_textures
Type: string
Note:
This function returns 1 for False and 0 for True
It should return 0 for False and 1 for True
Sample
Code
# import Rasterizer
import Rasterizer
# GLSL lights enabled?
lightsEnabled = Rasterizer.getGLSLMaterialSetting("lights")
# GLSL shaders enabled?
shadersEnabled = Rasterizer.getGLSLMaterialSetting("shaders")
getMaterialMode
getMaterialMode()
Returns the material mode being used.
Return Type: integer
0 =
KX_TEXFACE_MATERIAL
1 = KX_BLENDER_MULTITEX_MATERIAL
2 = KX_BLENDER_GLSL_MATERIAL
Note:
KX_BLENDER_MULTITEX_MATERIAL should return 1
Instead it returns 2. Same as
KX_BLENDER_GLSL_MATERIAL
Note:
Texture Face Materials (KX_TEXFACE_MATERIAL)
Blender Multitexture Materials
(KX_BLENDER_MULTITEX_MATERIAL)
Blender GLSL Materials (KX_BLENDER_GLSL_MATERIAL)
Sample Code
# import Rasterizer
import Rasterizer
# get material mode
mode = Rasterizer.getMaterialMode()
getWindowHeight
getWindowHeight()
Returns the height of the game window in pixels
Return type: integer
Sample Code
# import Rasterizer
import Rasterizer
# get game window height
height = Rasterizer.getWindowHeight()
getWindowWidth
getWindowWidth()
Returns the width of the game window in pixels
Return type: integer
Sample Code
# import Rasterizer
import Rasterizer
# get game window width
width = Rasterizer.getWindowWidth()
makeScreenshot
makeScreenshot(filename)
Saves a screenshot to the filename.
filename:
Type: string
Note:
The
image format (jpeg or png or bmp etc) the screenshot is saved as is set
in Scene(F10). ie Buttons Window Menu >> Panels
Scene(F10)
>> Format Tab
Sample Code
# import Rasterizer
import Rasterizer
# save screenshot
Rasterizer.makeScreenshot("myScreenshot")
setAmbientColor
setAmbientColor(rgb)
Sets the ambient color.
rgb:
Type: List
[ r, g, b]
r (red channel):
Type: float
Range: 0.0 to 1.0
g (green channel):
Type: float
Range: 0.0 to 1.0
b (blue channel):
Type: float
Range: 0.0 to 1.0
Sample Code
# import Rastizer
import Rasterizer
# set the ambient color
Rasterizer.setAmbientColor([ 0.8, 0.0, 0.0])
setBackgroundColor
setBackgroundColor(rgba)
Sets the background color.
rgba:
Type: List
[ r, g, b, a]
r (red channel):
Type: float
Range: 0.0 to 1.0
g (green channel):
Type: float
Range: 0.0 to 1.0
b (blue channel):
Type: float
Range: 0.0 to 1.0
a (alpha channel):
Type: float
Range: 0.0 to 1.0
Sample Code
# import Rastizer
import Rasterizer
# set the background color to Red
Rasterizer.setBackgroundColor([1.0, 0.0, 0.0, 1.0])
setEyeSeparation
setEyeSeparation(eyeSeparation)
Sets the distance between left and right eye settings in
stereo mode. (3D glasses)
eyeSeparation:
Type:
float variable
Note:
By
default stereo mode is turned off. To turn it on, Buttons
Window Menu
>> Panels Scene(F10) >> Format Tab
>> Game framing
settings. Anaglyph button (red-blue stereo method)
Sample Code
# import Rastizer
import Rasterizer
# set eye separation
Rasterizer.setEyeSeparation(0.01)
setFocalLength
setFocalLength(focalLength)
Sets the optimal focusing distance in stereo mode. (3D
glasses)
focalLength:
Type:
float number
Note:
By
default stereo mode is turned off. To turn it on, Buttons
Window Menu
>> Panels Scene(F10) >> Format Tab
>> Game framing
settings. Anaglyph button (red-blue stereo method)
Sample
Code
# import rasterizer
import Rasterizer
# set focal length
Rasterizer.setFocalLength(0.15)
setGLSLMaterialSetting
setGLSLMaterialSetting(setting, enable)
Enables/disables a GLSL material setting.
There are 6 settings (lights, shaders, shadows, ramps, nodes and
extra_textures) that can be enabled/disabled.
setting:
lights, shaders, shadows, ramps, nodes and extra_textures
Type: string
enable:
Type: Bool
True or 1 = enable setting
False or 0 = disable setting
Note:
getGLSLMaterialSetting:
0 = True
1 = False
setGLSLMaterialSetting:
1 = True
0 = False
Sample
Code
# import Rasterizer
import Rasterizer
# enable GLSL shaders
Rasterizer.setGLSLMaterialSetting("shaders", True)
setMaterialMode
setMateriaMode(mode)
Sets the material mode being used.
mode:
Type: integer
0 =
KX_TEXFACE_MATERIAL
1 = KX_BLENDER_MULTITEX_MATERIAL
2 = KX_BLENDER_GLSL_MATERIAL
Note:
Takes effect when a scene is started/restarted.
Note:
Texture Face Materials (KX_TEXFACE_MATERIAL)
Blender Multitexture Materials
(KX_BLENDER_MULTITEX_MATERIAL)
Blender GLSL Materials
(KX_BLENDER_GLSL_MATERIAL)
Sample
Code
# import rasterizer
import Rasterizer
# enable GLSL shaders
Rasterizer.setMaterialMode(2)
setMistColor
setMistColor(rgb)
Sets the mist color
rgb:
Type: List
[ r, g, b]
r (red channel):
Type: float
Range: 0.0 to 1.0
g (green channel):
Type: float
Range: 0.0 to 1.0
b (blue channel):
Type: float
Range: 0.0 to 1.0
Sample
Code
# import Rasterizer
import Rasterizer
# set mist color
Rasterizer.setMistColor([ 0.8, 0.8, 0.8])
setMistEnd
setMistEnd(end)
Sets the mist end value. Anything farther than the end value
will be colored solid with the color set in the mist color.
end:
Type: float
Sample
Code
# import Rasterizer
import Rasterizer
# set mist end
Rasterizer.setMistEnd(50.0)
setMistStart
setMistStart(start)
Sets the mist start value. Anything further than the start
value will have the mist applied to it.
start:
Type:
Blender units (float)
Sample Code
# import rasterizer
import Rasterizer
# set mist start
Rasterizer.setMistStart(10.0)
setMousePosition
setMousePosition(x, y)
Sets the position of the mouse cursor in the game window.
x, y:
Type:
integers
Note:
(0, 0) is upper left corner of the game window
Sample Code
# import rasterizer
import Rasterizer
# set mouse position to upper left corner
Rasterizer.setMousePosition(0, 0)
showMouse
showMouse(show)
Shows/hides the mouse cursor.
show:
Type: Bool
True or False. 1 or 0
True shows the cursor. False hides it.
Sample
Code
# import rasterizer
import Rasterizer
# show the mouse cursor
Rasterizer.showMouse(True)
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