Arguments:
1) real: objectID
2) real: x
Sets the x-coordinate of the object.
Arguments:
1) real: objectID
2) real: y
Sets the y-coordinate of the object.
Arguments:
1) real: objectID
2) real: z
Sets the z-coordinate of the object.
Arguments:
1) real: objectID
2) real: x
3) real: y
Sets the x and y coordinates of the object.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: z
Sets the x, y, and z coordinates of the object.
Arguments:
1) real: objectID
2) real: parentObjectID
Sets the x, y, and z coordinates of the object to the coordinates of the parent object.
Arguments:
1) real: objectID
2) real: angleX
Sets the x-angle of the object.
Arguments:
1) real: objectID
2) real: angleY
Sets the y-angle of the object.
Arguments:
1) real: objectID
2) real: angleZ
Sets the z-angle of the object.
Arguments:
1) real: objectID
2) real: angleX
3) real: angleY
4) real: angleZ
Sets the x, y, and z angles of the object.
Arguments:
1) real: objectID
2) real: scaleX
Sets the x-scale of the object.
Arguments:
1) real: objectID
2) real: scaleY
Sets the y-scale of the object.
Arguments:
1) real: objectID
2) real: scaleZ
Sets the z-scale of the object.
Arguments:
1) real: objectID
2) real: scaleX
3) real: scaleY
Sets the x and y scales of the object.
Arguments:
1) real: objectID
2) real: scaleX
3) real: scaleY
4) real: scaleZ
Sets the x, y, and z scales of the object.
Arguments:
1) real: objectID
2) real: red
3) real: green
4) real: blue
Sets the color of the object using RGB (0-255).
Arguments:
1) real: objectID
2) real: color
Sets the color of the object using RGB in hexadecimal format (0xRRGGBB)
For example, pure green would be: 0x00FF00
Arguments:
1) real: objectID
2) real: hue
3) real: saturation
4) real: value
Sets the hue (0-359), saturation (0-255), and value (0-255) of an object.
Arguments:
1) real: objectID
2) real: alpha
Sets the alpha value of the object.
A value of 0 will make the object invisible.
A value of 255 will give the object full opacity.
This function has no effect on an object using BLEND_ADD_RGB - use
BLEND_ADD_ARGB instead.
Arguments:
1) real: objectID
2) real: red
3) real: green
4) real: blue
Sets the second color of the object using RGB (0-255).
Arguments:
1) real: objectID
2) real: colorHex
Sets the second color of the object using RGB in hexadecimal format (0xRRGGBB).
For example, pure green would be: 0x00FF00.
Arguments:
1) real: objectID
2) real: hue
3) real: saturation
4) real: value
Sets the second color of the object using hue (0-359), saturation (0-255), and value (0-255).
Arguments:
1) real: objectID
2) real: alpha
Sets the second alpha value of the object.
Arguments:
1) real: objectID
2) real const: blendType
Sets the blend type for the specified object.
Arguments:
1) real: objectID
2) real const: blendType
Sets which color mode to use when rendering the object.
The color modes are:
COLOR_MODE_NORMAL: uses the RGB and alpha values of the first color
COLOR_MODE_SECOND_RGB: uses the RGB value of the second color and alpha value of the first color
COLOR_MODE_SECOND_ARGB: uses the alpha and RGB values of the second color
Arguments:
1) real: objectID
2) real const: filterType
Sets both the minification and magnification filter type for the render object.
Warning: This will not work correctly on items or shots because of how the rendering for them is handled.
Arguments:
1) real: objectID
2) real const: filterType
Sets the minification filter type for the render object.
Warning: This will not work correctly on items or shots because of how the rendering for them is handled.
Arguments:
1) real: objectID
2) real const: filterType
Sets the magnification filter type for the render object.
Warning: This will not work correctly on items or shots because of how the rendering for them is handled.
Arguments:
1) real: objectID
2) real const: filterType
Sets the mipmap filter type for the render object.
Warning: This will not work correctly on items or shots because of how the rendering for them is handled.
Arguments:
1) real: objectID
2) real: level
Sets the texture anisotropy level for the object.
The value will automatically be clamped to a value between 1 and
GetMaxTextureAnisotropy().
Defaults to ANISOTROPY_LEVEL_NONE, which is 1.
Arguments:
1) real: objectID
Return Type:
real
Returns the x-coordinate of the object.
Note: If the specified object is deleted, the value returned will be NULL_POS (-999999)
Arguments:
1) real: objectID
Return Type:
real
Returns the y-coordinate of the object.
Note: If the specified object is deleted, the value returned will be NULL_POS (-999999)
Arguments:
1) real: objectID
Return Type:
real
Returns the z-coordinate of the object.
Note: If the specified object is deleted, the value returned will be NULL_POS (-999999)
Arguments:
1) real: objectID
Return Type:
real
Returns the x-angle of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the y-angle of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the z-angle of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the x-scale of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the y-scale of the object.
Arguments:
1) real: objectID
Return Type:
real
Returns the z-scale of the object.
Arguments:
1) real: objectID
Returns:
array[real]: color
Returns the object's color as an array with the format [r, g, b].
Arguments:
1) real: objectID
Returns:
real: colorHex
Returns the object's color as an XRGB hexadecimal color value.
Arguments:
1) real: objectID
Return Type:
real
Returns the alpha value of the object.
Arguments:
1) real: objectID
Returns:
array[real]: color
Returns the object's first color as an array with the format [r, g, b].
Note: ObjRender_GetColor will return the active color of the object based on its color mode.
Arguments:
1) real: objectID
Returns:
array[real]: colorHex
Returns the object's first color as an XRGB hexadecimal color value.
Note: ObjRender_GetColorHex will return the active color of the object based on its color mode.
Arguments:
1) real: objectID
Returns:
array[real]: alpha
Returns the object's first alpha value.
Note: ObjRender_GetAlpha will return the active alpha value of the object based on its color mode.
Arguments:
1) real: objectID
Returns:
array[real]: color
Returns the object's second color as an array with the format [r, g, b].
Note: ObjRender_GetColor will return the active color of the object based on its color mode.
Arguments:
1) real: objectID
Returns:
array[real]: colorHex
Returns the object's second color as an XRGB hexadecimal color value.
Note: ObjRender_GetColorHex will return the active color of the object based on its color mode.
Arguments:
1) real: objectID
Returns:
array[real]: alpha
Returns the object's second alpha value.
Note: ObjRender_GetAlpha will return the active alpha value of the object based on its color mode.
Arguments:
1) real: objectID
Return Type:
real const
Returns the blend type of the object.
Arguments:
1) real: objectID
Return Type:
real const
Returns the color mode of the object.
Arguments:
1) real: objectID
2) bool: bZWrite
Allows or prevents the object from writing in the Z-buffer.
Arguments:
1) real: objectID
2) bool: bZTest
Sets whether or not the object uses the Z-buffer.
Arguments:
1) real: objectID
2) bool: bScissorTest
Sets whether or not the object uses scissor testing.
This culls pixels that are outside of the scissor rectangle that is
set by ObjRender_SetScissorRect
Note: Occurs after pixel shaders.
Arguments:
1) real: objectID
2) real: left
3) real: top
4) real: right
5) real: bottom
Sets the rectangle to use for scissor testing.
Arguments:
1) real: objectID
2) bool: bFogEnable
Allows or prevents the object from being affected by the fog.
Defaults to true.
Arguments:
1) real: objectID
2) bool: bPermitCamera
Determines whether the object is affected by the 2D camera.
If set to false, the object will not be affected by the camera regardless of render priority.
Arguments:
1) real: objectID
2) real: frames
Deletes the render object after the specified number of frames.
Arguments:
1) real: objectID
2) real: speedX
3) real: speedY
4) real: speedZ
Sets the object's (render) move speed.
This will increment the object's x, y, z coordinates by the given values every frame until set to 0.
Arguments:
1) real: objectID
2) real: rotationSpeedX
3) real: rotationSpeedY
4) real: rotationSpeedZ
Sets the object's rotation speed (angular velocity).
This will increment the object's x, y, z angles by the given values every frame until set to 0.
Arguments:
1) real: objectID
2) real: scaleSpeedX
3) real: scaleSpeedY
4) real: scaleSpeedZ
Sets the object's scale speed.
This will increment the object's x, y, z scales by the given values every frame until set to 0.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: x
5) real: y
6) real: z
Moves the object to position (x, y, z) over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: red
5) real: green
6) real: blue
Changes the object's color to (r, g, b) over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: alpha
Changes the object's alpha over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: angleX
5) real: angleY
6) real: angleZ
Changes the object's angle to (angleX, angleY, angleZ) over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: scaleX
5) real: scaleY
6) real: scaleZ
Changes the object's scale to (scaleX, scaleY, scaleZ) over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
2) real: duration
3) real const: interpolationType
4) real: speedX
5) real: speedY
6) real: speedZ
Changes the object's render move speed to (speedX, speedY, speedZ) over duration frames with the given interpolation type.
NO_CHANGE can be used to preserve any of the current values.
Note: Tweens of the same type (for example, two ObjRender_TweenPosition) will cancel the currently running one and start the new one.
Arguments:
1) real: objectID
Cancels all of the object's active tweens started by ObjRender_Tween* functions.
Arguments:
1) real: objectID
This function is for child render objects.
Returns the object's parent render object ID if it has one, otherwise returns ID_INVALID.
Arguments:
1) real: objectID
2) bool: bEnable
This function is for child render objects.
Sets whether the object's position should be relative to its parent render object.
Arguments:
1) real: objectID
2) bool: bEnable
This function is for child render objects.
Sets whether the object's angle should be relative to its parent render object.
Arguments:
1) real: objectID
2) bool: bEnable
This function is for child render objects.
Sets whether the object's scale should be relative to its parent render object.
Arguments:
1) real: objectID
Returns:
real: x
This function is for child render objects.
Returns the actual x-coordinate of a child render object.
Note: ObjRender_GetX returns the relative position for child objects.
Arguments:
1) real: objectID
Returns:
real: y
This function is for child render objects.
Returns the actual y-coordinate of a child render object.
Note: ObjRender_GetY returns the relative position for child objects.
Arguments:
1) real: objectID
Returns:
real: z
This function is for child render objects.
Returns the actual z-coordinate of a child render object.
Note: ObjRender_GetZ returns the relative position for child objects.
Arguments:
1) real: objectID
2) real: childObjectID
This function is for parent render objects.
Adds a render object as a child of this object.
Arguments:
1) real: objectID
2) real: childObjectID
This function is for parent render objects.
Removes a child object from this object.
Note: This does not delete the child object.
Arguments:
1) real: objectID
This function is for parent render objects.
Removes all child objects from this object.
Note: This does not delete the child objects.
Arguments:
1) real: objectID
This function is for parent render objects.
Removes and deletes all child objects from this object.
Arguments:
1) real: objectID
Returns:
array[real]: objectIDs
This function is for parent render objects.
Returns an array of object IDs of all the object's children.
Arguments:
1) real: objectID
2) real: bLightingEnable
3) real: bSpecularLightingEnable
Enables or disables the 3D lighting and specular lighting for the render object.
The default values are false and false.
For mesh objects, the default values are true and false.
Unless completely necessary, it's recommended not to use specular
lighting, as it's quite computationally expensive.
Arguments:
1) real: objectID
2) real: type
Sets the type of lighting to use, which also resets all light parameters to the defaults for that type.
Can be any of the following:
LIGHT_POINT
LIGHT_SPOT
LIGHT_DIRECTIONAL (default)
For more info on how these work, check the Microsoft documentation on Direct3D 9 Light Types.
Arguments:
1) real: objectID
2) real: r
3) real: g
4) real: b
Sets the object's diffuse lighting color.
The default color value is (128, 128, 128).
Arguments:
1) real: objectID
2) real: colorHex
Sets the object's diffuse lighting color as an XRGB hexadecimal color value.
The default color value is 0x808080.
Arguments:
1) real: objectID
2) real: r
3) real: g
4) real: b
Sets the object's specular lighting color.
The default color value is (0, 0, 0).
Arguments:
1) real: objectID
2) real: colorHex
Sets the object's specular lighting color as an XRGB hexadecimal color value.
The default color value is 0x000000.
Arguments:
1) real: objectID
2) real: r
3) real: g
4) real: b
Sets the object's ambient lighting color.
The default color value is (128, 128, 128).
Arguments:
1) real: objectID
2) real: colorHex
Sets the object's ambient lighting color as an XRGB hexadecimal color value.
The default color value is 0x808080.
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: z
Used by
Sets the direction vector of the lighting.
The vector does not need to be normalized, but should have a non-zero
length.
The default direction vector is (-1, -1, -1).
Arguments:
1) real: objectID
2) real: x
3) real: y
4) real: z
Used by
Sets the position vector of the lighting.
According to Microsoft, these coordinates are in world space, but I can't confirm whether that is correctly implemented in rdnh or not.
Arguments:
1) real: objectID
2) real: range
Used by
Sets the range of the lighting, which determines the distance in world space at which meshes in a scene no longer receive light emitted by the object.
According to Microsoft, this uses world space, but I can't confirm whether that is correctly implemented in rdnh or not.
Arguments:
1) real: objectID
2) real: att0
3) real: att1
4) real: att2
Used by
Sets the attenuation values of the lighting, which control how a light's intensity decreases toward the maximum distance specified by the range property.
This is a bit too complex to explain in simple function documentation, so just lookup Direct3D 9 light attenuation.
Arguments:
1) real: objectID
2) real: phi
Used by
Sets the phi value of the spot lighting in degrees.
Arguments:
1) real: objectID
2) real: theta
Used by
Sets the theta value of the spot lighting in degrees.
Arguments:
1) real: objectID
2) real: falloff
Used by
Sets the falloff value of the spot lighting.