DepthConflict class Rendering

Two surfaces whose visible winner changes when the depth mapping changes by an amount too small to move anything on screen: surfaces that flicker against each other (z-fighting) as the camera moves.

Constructors

DepthConflict({required Node? nodeA, required Node? nodeB, required int pixelCount, required Rect bounds, required double distance})
const

Properties

bounds → Rect
Where the conflict shows, as fractions of the probe image (origin top left).
final
distance → double
About how far from the camera the conflict shows, in world units: where the view ray through its pixels meets the nearer surface's bounds.
final
hashCode → int
The hash code for this object.
no setterinherited
nodeA → Node?
One of the two nodes, or null when its item has no node.
final
nodeB → Node?
The other node.
final
pixelCount → int
How many probe pixels changed hands between the two.
final
runtimeType → Type
A representation of the runtime type of the object.
no setterinherited

Methods

describe() → String
One line naming the pair, its size on screen, and its distance.
noSuchMethod(Invocation invocation) → dynamic
Invoked when a nonexistent method or property is accessed.
inherited
toString() → String
A string representation of this object.
inherited

Operators

operator ==(Object other) → bool
The equality operator.
inherited