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Interface: CameraConfig ​

Engine builds this from one CameraComponent + its TransformComponent each frame. Coords are pre-resolved so the renderer doesn't need to read ECS state.

Properties ​

PropertyTypeDescription
clearAlphanumber-
clearColornumber | null-
clipToViewportbooleanWhen false, the backend should skip viewport-rect masking for this pass so content outside the viewport (and canvas) is visible. Useful for debug overlays / oversized FX.
cullingMasknumber-
debugOverlay?booleanfalse = leave the debug / editor overlay out of this pass. Engine draws it in the last screen pass only, so it sits above every camera's content.
farClipnumber-
fieldOfViewnumber-
interactive?booleanfalse = pointer picking ignores this pass (the editor's preview inset and overlay-only passes). Screen passes are picked top-most first, each through its own view and layers.
isPerspectiveboolean-
nearClipnumber-
orthographicSizenumber-
postMaterials?readonly string[]'post'-domain material ids applied to this pass in order (MaterialCapability backends). The renderer caches per array, so pass the same array while the list is unchanged.
targetTexture?stringRender-texture asset id to draw into instead of the screen; the viewport rect is then in that texture's pixels. Absent / empty = the screen.
viewportHeightnumber-
viewportWidthnumber-
viewportXnumberViewport rect in canvas pixels (top-left, +y down).
viewportYnumber-
viewRotationXnumber2D backends use rotationZ only (counter-clockwise, like every rotation in the framework).
viewRotationYnumber-
viewRotationZnumber-
viewXnumber-
viewYnumber-
viewZnumber-

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