Revision Difference
Structures/ViewData#517078
<cat>struct</cat>
<structure>
<description>
Table structure used for <page>render.RenderView</page>.
Unless stated otherwise, the default values for all these keys would be inherited from the engine's CViewSetup and do not have static representations.
</description>
<fields>
<item name="origin" type="Vector">The view's original position</item>
<item name="angles" type="Angle">The view's angles</item>
<item name="aspectratio" type="number">Default width divided by height</item>
<item name="x" type="number">The x position of the viewport to render in</item>
<item name="y" type="number">The y position of the viewport to render in</item>
<item name="w" type="number">The width of the viewport to render in</item>
<item name="h" type="number">The height of the viewport to render in</item>
{{StructureField|boolean|drawhud|Draw the HUD and call the hud painting related hooks|false⤶
</fields>⤶
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</structure>⤶
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{{StructureField|boolean|drawmonitors|Draw monitors|false}}{{StructureField|boolean|drawviewmodel|The weapon's viewmodel|true}}<item name="viewmodelfov" type="number">The viewmodel's FOV</item>
<item name="drawhud" type="boolean" default="false">Draw the HUD and call the hud painting related hooks</item>⤶
<item name="drawmonitors" type="boolean" default="false">Draw monitors</item>⤶
<item name="drawviewmodel" type="boolean" default="true">The weapon's viewmodel</item>⤶
<item name="viewmodelfov" type="number">The viewmodel's FOV</item>
<item name="fov" type="number">The main view's FOV</item>
{{StructureField|boolean|ortho|Render the view orthogonal. Can also be a table with these keys: ( In which case orthogonal view is automatically set to true )
<item name="ortho" type="boolean" default="false">Render the view orthogonal. Can also be a table with these keys: ( In which case orthogonal view is automatically set to true )
* left
* right
* top
* bottom|false⤶
}}<item name="ortholeft" type="number">Coordinate for the left clipping plane</item>
* bottom</item>⤶
<item name="ortholeft" type="number">Coordinate for the left clipping plane</item>
<item name="orthoright" type="number">Coordinate for the right clipping plane</item>
<item name="orthotop" type="number">Coordinate for the top clipping plane</item>
<item name="orthobottom" type="number">Coordinate for the bottom clipping plane</item>
<item name="znear" type="number">The distance of the view's origin to the near clipping plane</item>
<item name="zfar" type="number">The distance of the view's origin to the far clipping plane</item>
<item name="znearviewmodel" type="number">The distance of the view's origin to the near clipping plane for the viewmodel</item>
<item name="zfarviewmodel" type="number">The distance of the view's origin to the far clipping plane for the viewmodel</item>
{{StructureField|boolean|dopostprocess|<!--Call the <page>GM:RenderScreenspaceEffects</page> hook-->
Currently works identically to the "bloomtone" option (it also overrides it if you set this to false).|false⤶
}}{{StructureField|boolean|bloomtone|Disables default engine bloom and pauses the "brightness changes" on HDR maps.|true}}<item name="offcenter" type="table">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](https://garry.tv/2012/02/25/poster-screenshots/) into separate renders.⤶
<item name="dopostprocess" type="boolean" default="false">&lt;!--Call the <page>GM:RenderScreenspaceEffects</page> hook--&gt;
Currently works identically to the "bloomtone" option (it also overrides it if you set this to false).</item>⤶
<item name="bloomtone" type="boolean" default="true">Disables default engine bloom and pauses the "brightness changes" on HDR maps.</item>⤶
<item name="offcenter" type="table">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](https://garry.tv/2012/02/25/poster-screenshots/) 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 `bottom` edge starts. Natural value is 0.
* bottom - where the `top` edge 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.</item>
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}} </fields>⤶
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</structure>⤶
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