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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.