A light affecting every pixel (even the ones inside objects).
The default background color of the scene, can have transparency.
Its length should be less than the one specified in StartupSettings.paletteSize.
The possible colors for the objects. Each color is referenced by its index in the palette.
Can have transparency.
When set to true rendering will be done on the screen's real resolution.
By default, every pixel is outside of objects. Flipping this value to true will
result in every pixel being inside a large object. From then it only makes sense to
draw inverted objects.
When lights reach the end of the display, they are slowly faded out. The length of this phaseout can be set through this value.
First, the SDF of the scene is evaluated at every single pixel. For speeding this process up, the screen is divided up into tiles, this way each having to deal with a fewer objects.
For each tile, it is decided which objects are near its close vicinity. This comes with some overhead for the CPU, while saving the GPU from loads of calculations. The workload can be balanced between the CPU and the GPU by setting this number.
Interface for a configuration object containing the settings that can be changed during runtime.
The default values for RuntimeSettings can be found in defaultRuntimeSettings.