Table structure used for render.RenderView.
Unless stated otherwise, the default values for all these keys would be inherited from the engine's CViewSetup and do not have static representations.
The view's original position
The view's angles
Default width divided by height
The x position of the viewport to render in
The y position of the viewport to render in
The width of the viewport to render in
The height of the viewport to render in
Draw the HUD and call the hud painting related hooks
The weapon's viewmodel
The viewmodel's FOV
The main view's FOV
Render the view orthogonal. Can also be a table with these keys: (In which case orthogonal view is automatically set to true)
Coordinate for the left clipping plane
Coordinate for the right clipping plane
Coordinate for the top clipping plane
Coordinate for the bottom clipping plane
The distance of the view's origin to the near clipping plane
The distance of the view's origin to the far clipping plane
The distance of the view's origin to the near clipping plane for the viewmodel
The distance of the view's origin to the far clipping plane for the viewmodel
Currently works identically to the "bloomtone" option (it also overrides it if you set this to false).
Disables default engine bloom and pauses the "brightness changes" on HDR maps.
This allows you to "zoom in" on a part of the screen - for example, the top-left quarter of the screen. This is similar to how poster splits the screen into separate renders.
It's a table with 4 keys, controlling what portion of the screen to draw:
- left - where the left edge starts. Natural value is 0.
- right - where the right edge ends. Natural value is equal to w (the width of the viewport).
- top - where the
bottomedge starts. Natural value is 0.
- bottom - where the
topedge ends. Natural value is equal to h (the height of the viewport).
Note that top and bottom are reversed.
Values outside the viewport are allowed, but not recommended - instead you should increase the view FOV.