A unique ID of the layer. Layer IDs are stored inside ModelComponent#layers, RenderComponent#layers, CameraComponent#layers, LightComponent#layers and ElementComponent#layers instead of names. Can be used in LayerComposition#getLayerById.
Name of the layer. Can be used in LayerComposition#getLayerByName.
Custom function that is called after the layer has been disabled. This happens when:
Custom function that is called after the layer has been enabled. This happens when:
Useful for allocating resources this layer will use (e.g. creating render targets).
Defines the method used for sorting opaque (that is, not semi-transparent) mesh instances before rendering. Can be:
Defaults to SORTMODE_MATERIALMESH.
Defines the method used for sorting semi-transparent mesh instances before rendering. Can be:
Defaults to SORTMODE_BACK2FRONT.
Gets whether the camera will clear the color buffer when it renders this layer.
Sets whether the camera will clear the color buffer when it renders this layer.
Gets whether the camera will clear the depth buffer when it renders this layer.
Sets whether the camera will clear the depth buffer when it renders this layer.
Gets whether the camera will clear the stencil buffer when it renders this layer.
Sets whether the camera will clear the stencil buffer when it renders this layer.
Gets the enabled state of the layer.
Sets the enabled state of the layer. Disabled layers are skipped. Defaults to true.
Adds an array of mesh instances to this layer.
Array of MeshInstance.
Optional
skipShadowCasters: booleanSet it to true if you don't want these mesh instances to cast shadows in this layer. Defaults to false.
Adds an array of mesh instances to this layer, but only as shadow casters (they will not be rendered anywhere, but only cast shadows on other objects).
Array of MeshInstance.
Removes all mesh instances from this layer.
Optional
skipShadowCasters: boolean = falseSet it to true if you want to continue the existing mesh instances to cast shadows. Defaults to false, which removes shadow casters as well.
Removes multiple mesh instances from this layer.
Array of MeshInstance. If they were added to this layer, they will be removed.
Optional
skipShadowCasters: booleanSet it to true if you want to still cast shadows from removed mesh instances or if they never did cast shadows before. Defaults to false.
Removes multiple mesh instances from the shadow casters list of this layer, meaning they will stop casting shadows.
Array of MeshInstance. If they were added to this layer, they will be removed.
A Layer represents a renderable subset of the scene. It can contain a list of mesh instances, lights and cameras, their render settings and also defines custom callbacks before, after or during rendering. Layers are organized inside LayerComposition in a desired order.