class:/TYPE/Quattro.Rendering.Quattro2D//, can be loaded from an assetbundle using Quattro_Rendering::Quattro2D::createfromassetbundle(bundlename,prefabname) /
command buffer (1of6) before tiles,
experimental3DMode,
do not render graal at all,
command buffer (6of6) after gui,
command buffer (5of6) after npcs on top of player, well suited for post process effects,
command buffer (3of6) after npcs below players,
command buffer (4of6) after player,
referenceDPI,
command buffer (2of6) after tiles,
use normal 2D projection,
use the unity light mapping system,
use the unity light mapping system after npcs are drawn, else it is rendered after the level drawing,
useReferenceDPI,
do not use command buffer but camera to render levelobjects,
use unity tiles system, fastaer and allows lighting and level layer with unity,
cull quads drawn out of screen ( should not be needed anymore, as now we cull them inside the drawing c++ side,
Constructor replaces new;
Quattro.Rendering.Quattro2D
| static Quattro.Rendering.Quattro2D CreateFromAssetBundle( |
| ) |
Constructor for object from a bundle
| bundle string | bundle name |
| objectname string | object name with extension |
Quattro.Rendering.Quattro2D
| static System.Void UseOurOwnBackBuffer( |
| ) |
System.Boolean use-no documentation
use -
System.Void