deki-rendering 1.3.0
Deki package reference
deki-rendering

Core rendering system with camera and renderer components

Repository: github.com/dekiengine/deki-rendering · Latest release: 1.2.0 · Needs engine 1.2.0+

Install: DekiEditor --packages-add deki-rendering <project>, or add it in the Package Manager. Part of Deki; the engine's own components and the C++ API are documented there.

Shown in the editor as Rendering.

Components

Component Category Description
CameraComponent Core The view: clear color, zoom (pixels per meter) and pixel snap.

Component reference

CameraComponent

The view: clear color, zoom (pixels per meter) and pixel snap.

Inspector name: Camera Component · Category: Core · Type GUID: 146999a7-398f-4e52-a7c7-1e6a78bfb9c4

Property Type Default Constraints Description
clearColor Color 0x314D79FF
pixelsPerMeter float 0
pixelSnap bool false
clearEveryFrame bool true Clear the framebuffer to the clear color before drawing. Turn off when a full-screen background covers everything: saves a full framebuffer write per frame.

Project settings

Rendering settings

Project settings section Rendering (RenderingProjectSettings).

Category: Settings · Type GUID: f8a3c891-9b4d-4e2a-9f81-3c5b2d8e4a17

Property Type Default Constraints Description
halfWidthFramebuffer bool false Render at half horizontal resolution and double-up at present time. Halves blit cost and framebuffer memory but pixel art looks 2:1-stretched horizontally.
interlaced60hz bool false Render odd scanlines one frame, even the next, at 60Hz. Halves per-frame work but produces visible combing on vertical motion.
dirtyTileTracking bool false Dirty-rect tracking: record the rectangles each frame draws, clear only those next frame and push only what changed (this frame's and last frame's rectangles) to the display. Big win for mostly-static scenes; small bookkeeping cost for fully-animating ones. Displays that cannot present partial frames still receive whole frames.
dirtyTileSize int32 32 1 to 256; shown when dirtyTileTracking allows Alignment of dirty rectangles in pixels: each rectangle is rounded out to multiples of this. Larger = fewer, bigger pushes and a small movement reuses the same rectangle; smaller = tighter rectangles.

Generated from the package's reflection metadata by the Deki documentation build (engine 1.3.0). Reflected property names are the keys scene files use; a rename ships with an alias, see COMPATIBILITY.md.