- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
21 lines
1.1 KiB
XML
21 lines
1.1 KiB
XML
<?xml version="1.0" encoding="UTF-8" ?>
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<class name="RenderSceneBuffers" inherits="RefCounted" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
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<brief_description>
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Abstract scene buffers object, created for each viewport for which 3D rendering is done.
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</brief_description>
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<description>
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Abstract scene buffers object, created for each viewport for which 3D rendering is done. It manages any additional buffers used during rendering and will discard buffers when the viewport is resized. See also [RenderSceneBuffersRD].
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[b]Note:[/b] This is an internal rendering server object. Do not instantiate this class from a script.
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</description>
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<tutorials>
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</tutorials>
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<methods>
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<method name="configure">
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<return type="void" />
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<param index="0" name="config" type="RenderSceneBuffersConfiguration" />
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<description>
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This method is called by the rendering server when the associated viewport's configuration is changed. It will discard the old buffers and recreate the internal buffers used.
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</description>
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</method>
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</methods>
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</class>
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