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Rendering

Rendering defines visible scene output, including geometry, materials, textures, rendered views, lighting, and environment state.

Visual Structure

Geometry defines object shape. Surface data defines how that geometry is shaded and displayed.

Surface Appearance

Surface appearance includes color, texture sampling, normal detail, reflectance, transparency, emission, and culling behavior. These properties determine the final material response under scene lighting.

Rendered Scene Objects

Rendered objects combine entity state, geometry, and surface data. Runtime rendering systems may enable or disable visibility, switch geometry, replace materials, and update shadow behavior without changing higher-level scene structure.

Cameras and Render Targets

Cameras define alternate views of the scene and may render either to the display pipeline or to off-screen targets. Render targets are used for secondary views, mirrors, displays, capture workflows, and texture-driven surfaces.

Lighting and Environment

Lighting defines direct illumination, shadow behavior, and local light contribution. Environment settings define background presentation, reflection sources, and ambient intensity.

Learn More

If developers want the concrete reference details behind this concept page, they can continue with the API docs for MeshManager, MaterialManager, TextureManager, RenderableManager, CameraManager, LightManager, RendererManager, and the built-in mesh resources such as cubeMeshAsset and sphereMeshAsset.