class SceneCubemap
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public Plane ClipPlane
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public bool RenderingEnabled { get; set; }
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public Color ColorTint { get; set; }
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public SceneObject Parent { get; }
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public void AddChild( string name, SceneObject child )
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public void RemoveChild( SceneObject child )
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public Model Model { get; set; }
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public ulong MeshGroupMask { get; set; }
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public void SetMaterialOverride( Material material )
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public void ClearMaterialOverride( )
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public void SetMaterialOverride( Material material, string attributeName, int attributeValue = 1 )
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public void SetMaterialGroup( string name )
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public bool Batchable { get; set; }
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public SceneObject.SceneObjectFlagAccessor Flags { get; }
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public int GetHashCode( )
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public bool Equals( object obj )
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public SceneRenderLayer RenderLayer { get; set; }
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public ITagSet Tags { get; }
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public Type GetType( )
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public string ToString( )
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public SceneCubemap( SceneWorld sceneWorld )
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public SceneCubemap( SceneWorld sceneWorld, Texture texture, BBox bounds )
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public BBox LocalBounds { get; set; }
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public bool ClipPlaneEnabled
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public BBox Bounds { get; set; }
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public SceneCubemap.ProjectionMode Projection { get; set; }
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public Color TintColor { get; set; }
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public float Feathering { get; set; }
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public BBox ProjectionBounds { get; set; }
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public Texture Texture { get; set; }
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public void RenderDirty( )
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public Color LightColor { get; set; }
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public float Radius { get; set; }
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public float ConstantAttenuation { get; set; }
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public float LinearAttenuation { get; set; }
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public float QuadraticAttenuation { get; set; }
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public int ShadowTextureResolution { get; set; }
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public bool ShadowsEnabled { get; set; }
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public Texture LightCookie { get; set; }
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public SceneLight.LightShape Shape { get; set; }
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public Vector2 ShapeSize { set; }
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public SceneLight.FogLightingMode FogLighting { get; set; }
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public float FogStrength { get; set; }
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public RenderAttributes Attributes { get; }
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public SceneWorld World { get; }
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public void Delete( )
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public Transform Transform { get; set; }
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public Vector3 Position { get; set; }
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public Rotation Rotation { get; set; }
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