# Class: render

Rendering options. Mostly just debug helpers.

## Methods:

### Method overview:

- baseshaders
- batchmaxindices
- batchmeshmaxtris
- drawall
- drawaxis
- drawbonelimits
- drawbonenames
- drawbones
- drawcamaxis
- drawfps
- drawlights
- drawnogui
- drawnormals
- drawprojectors
- drawshadowvolumes
- drawstats
- drawstencilbuffer
- drawtexture
- drawtexturesize
- drawtiles
- drawvisspace
- drawwire
- forcefinish
- noparticles
- normallength
- notextures
- pauseparticles
- purehwvertices
- statscolor
- usebaseshaders
- visfrom
- vistestdepth
- visto

baseshaders ([shader color_only, color_lightmap, 1tex, 1tex_lightmap])
  returns: ([shader color_only, color_lightmap, 1tex, 1tex_lightmap])
  returns or sets baseshaders. Any non-material mesh, ie just having a texture or just having a color, will use those shaders and pass its texture (if exists) as Texture:0 to the shader. All other materials will use the Shader:0 they come with.
batchmaxindices ([int])
  returns: ([int])
  l3dbatchbuffers will finish batch after indices are reached.
batchmeshmaxtris ([int])
  returns: ([int])
  l3dbatchbuffers will immediately render meshes with less triangles.
drawall ([boolean])
  returns: ([boolean])
  draws every node independent of vistest result
drawaxis ([boolean])
  returns: ([boolean])
  draws axis of objects
drawbonelimits ([boolean])
  returns: ([boolean])
  draws boneaxislimits
drawbonenames ([boolean])
  returns: ([boolean])
  draws bonenames
drawbones ([boolean])
  returns: ([boolean])
  draws bones
drawcamaxis ([boolean])
  returns: ([boolean])
  draws axis orientation for cameras
drawfps ([boolean])
  returns: ([boolean])
  draws FPS on top right of the screen
drawlights ([boolean])
  returns: ([boolean])
  draws lightsource origins
drawnogui ([boolean])
  returns: ([boolean])
  disables l2dnodes and other gui items
drawnormals ([boolean])
  returns: ([boolean])
  draws red normals (blue tangents + green binormals) of the triangles
drawprojectors ([boolean])
  returns: ([boolean])
  draw projectors
drawshadowvolumes ([boolean])
  returns: ([boolean])
  draw drawshadowvolumes
drawstats ([boolean])
  returns: ([boolean])
  draws various stats
drawstencilbuffer ([boolean])
  returns: ([boolean])
  draws stencilbuffer
drawtexture ([texture])
  returns: ()
  draws special texture test (useful for depth or cubemap texture), if no arg is passed then drawing is disabled.
drawtexturesize ([float])
  returns: ([float])
  sets or gets size of the special texture draw
drawtiles ([boolean])
  returns: ([boolean])
  draw tilesets
drawvisspace ([int])
  returns: ([int])
  draws the octree of the visspace, 0 disables, 1 dynamic, 2 is static, 3 camera, 4 projector, 5 light
drawwire ([boolean])
  returns: ([boolean])
  draws everthing in wiremesh
forcefinish ([boolean])
  returns: ([boolean])
  if true then renderfunction will wait until all rendering is finished. (kills parallelism but might be useful for profiling)
noparticles ([boolean])
  returns: ([boolean])
  deactivates particles
normallength ([float])
  returns: ([float])
  sets/gets length of drawn normals if normals are drawn.
notextures ([boolean])
  returns: ([boolean])
  deactivate textures
pauseparticles ([boolean])
  returns: ([boolean])
  if true then no new spawns, and no age updates
purehwvertices ([boolean])
  returns: ([boolean])
  returns or sets if you can guarantee that all vertices (cept for debug helpers or font) are processed by your shaders which all use programmable pipeline. In that case we can ignore a few costly state changes that are only needed for fixed function pipeline.
statscolor (float r,g,b,a)
  returns: (float r,g,b,a)
  sets color of stats
usebaseshaders ([boolean])
  returns: ([boolean])
  returns or sets if baseshaders should be used. Make sure they are specified before.
visfrom (int)
  returns: (int)
  min depth, if you draw a visspace, you can set the min (visfrom) and max (visto) depth of the octree that should be drawn
vistestdepth ([boolean])
  returns: ([boolean])
  sets/gets maximum octree depth for vistests.
visto (int)
  returns: (int)
  max depth (-1 will use octree's maxdepth), if you draw a visspace, you can set the min (visfrom) and max (visto) depth of the octree that should be drawn