renderer

The global instance of RendererAPI
field signature:
renderer
Method Property Fluent Description Representation
Field Type a RendererAPI

RendererAPI.setCameraPivot

Sets the absolute pivot for the camera
The pivot will also move the camera
Its values are relative to the World
Nil values for pivot are assumed to be 0
For relative rotation values,
check out the "offset" pivot function
overload 1:
renderer:setCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value nil
overload 2:
renderer:setCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value nil

RendererAPI.setCameraPos

Sets the position offset for the camera
Nil values for position are assumed to be 0
overload 1:
renderer:setCameraPos(pos)
Method Property Fluent Description Representation
pos accepts a Vector3
Return Value nil
overload 2:
renderer:setCameraPos(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value nil

RendererAPI.setShadowRadius

Sets the radius of your shadow
The default value is nil,
which means to use the vanilla default of 0.5 for players
The maximum value is 12
overload 1:
renderer:setShadowRadius()
Method Property Fluent Description Representation
Return Value nil
overload 2:
renderer:setShadowRadius(radius)
Method Property Fluent Description Representation
radius accepts a Number
Return Value nil

RendererAPI.offsetCameraPivot

figura.docs.renderer.offset_camera_pivot
overload 1:
renderer:offsetCameraPivot(pivot)
Method Property Fluent Description Representation
pivot accepts a Vector3
Return Value nil
overload 2:
renderer:offsetCameraPivot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value nil

RendererAPI.setCameraRot

Sets the absolute rotation of the camera
The position is not taken into account for roll
Nil values for rotation are assumed to be 0
For relative rotation values,
check out the "offset" rot function
overload 1:
renderer:setCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value nil
overload 2:
renderer:setCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value nil

RendererAPI.offsetCameraRot

figura.docs.renderer.offset_camera_rot
overload 1:
renderer:offsetCameraRot(rot)
Method Property Fluent Description Representation
rot accepts a Vector3
Return Value nil
overload 2:
renderer:offsetCameraRot(x, y, z)
Method Property Fluent Description Representation
x accepts a Number
y accepts a Number
z accepts a Number
Return Value nil

RendererAPI.getShadowRadius

Gets the radius of your shadow
overload 1:
renderer:getShadowRadius()
Method Property Fluent Description Representation
Return Value a Number

RendererAPI.isCameraBackwards

Checks if your camera is in the backward third person view
overload 1:
renderer:isCameraBackwards()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.isFirstPerson

Checks if your camera is in the first person view
overload 1:
renderer:isFirstPerson()
Method Property Fluent Description Representation
Return Value a Boolean

RendererAPI.setPostEffect

Sets the current rendering effect
Same as the discontinued Super Secret Settings
overload 1:
renderer:setPostEffect(effect)
Method Property Fluent Description Representation
effect accepts a String
Return Value nil

RendererAPI.renderFire

Whether or not you should visually have the fire effect while on fire
True by default
field signature:
renderFire
Method Property Fluent Description Representation
Field Type a Boolean

RendererAPI.renderVehicle

Whether or not your vehicle (boat, minecart, horse, whatever) will be rendered
True by default
field signature:
renderVehicle
Method Property Fluent Description Representation
Field Type a Boolean
a a