Dataref Search
sim/
sim/graphics/
sim/graphics/settings/
sim/graphics/settings/non_proportional_vertical_FOV
int
as a boolean
FOV is non proportional, use if sim/graphics/view/vertical_field_of_view_deg needs to be written to.
sim/graphics/view/
sim/graphics/view/acf_matrix[16]
float
in Matrix4x4
A modelview matrix to draw in the user's aircraft coordinates - valid only during draw callbacks
sim/graphics/view/cinema_verite
int
as a boolean
True if cinema verite camera is on.
sim/graphics/view/click_3d_x
float
in 0-1
Coordinates of the panel click in 3-d
sim/graphics/view/click_3d_x_pixels
float
in 0-1
Coordinates of the panel click in 3-d
2024-01-28pbuck:
Correction: values are 0-n, reflecting width and height of the panel, not 0-1 like click_3d. Returns -1 when mouse is not over any panel region.
sim/graphics/view/click_3d_y
float
in 0-1
As texture coords (E.g. 0-1)
sim/graphics/view/click_3d_y_pixels
float
in 0-1
As texture coords (E.g. 0-1)
sim/graphics/view/cockpit_heading
float
in degrees
The cockpit's roll (the dataref is name wrong - this is really roll)
sim/graphics/view/cockpit_pitch
float
in degrees
The cockpit's pitch
sim/graphics/view/cockpit_roll
float
in degrees
The cockpit's heading (the dataref name is wrong - this is really true heading)
sim/graphics/view/current_gl_fbo
int
in GLenum
During drawing and FL callbacks, this is the correct GL_FRAMEBUFFER binding to restore if you need to render off-screen. Will be 0 when no bridge FBO is provided
sim/graphics/view/dome_offset_heading
float
in degrees
The horizontal offset for this pass, in degrees (is not available between 12.0.7 - 12.0.9)
sim/graphics/view/dome_offset_pitch
float
in degrees
The vertical offset for this pass, in degrees (is not available between 12.0.7 - 12.0.9)
sim/graphics/view/draw_call_type
int
in enum
Stereo status of the draw callback. 0 = not in draw callback, 1 = mono, 2 = direct stereo (only use XPLMDrawObjects), 3 = left eye, 4 = right eye
sim/graphics/view/elumens_ref_phi
float
in degrees
Pitch, heading and roll for projection onto an Elumens screen
sim/graphics/view/elumens_ref_psi
float
in degrees
Pitch, heading and roll for projection onto an Elumens screen
sim/graphics/view/elumens_ref_the
float
in degrees
Pitch, heading and roll for projection onto an Elumens screen
sim/graphics/view/elumens_tex_height
int
in pixels
Size of texture Elumens screen gets
sim/graphics/view/elumens_tex_width
int
in pixels
Size of texture Elumens screen gets
sim/graphics/view/eq_trackir
int
as a boolean
Does the user have trackIR hardware enabled
sim/graphics/view/field_of_view_deg
float
in degrees
Horizontal field of view in degrees
sim/graphics/view/field_of_view_horizontal_deg
float
in degrees
Heading rotation for multi-monitor setup.
sim/graphics/view/field_of_view_horizontal_ratio
float
as a ratio
Horizontal frustum shift (xp 6,7,8,10,11,12) - 1 unit shifts frustum by screen width - not available in v9.
sim/graphics/view/field_of_view_roll_deg
float
in degrees
Roll rotation for multi-monitor setup.
sim/graphics/view/field_of_view_vertical_deg
float
in degrees
Pitch rotation for multi-monitor setup.
sim/graphics/view/field_of_view_vertical_ratio
float
as a ratio
Vertical frustum shift (xp 6,7,8,12 - not available in xp 9, 10 or 11).
sim/graphics/view/hardware_msaa_samples
int
in count
The MSAA sample count for rendered windows. Note that '1' means MSAA is not being used, not that MSAA is being used with a single sample count.
sim/graphics/view/hide_yoke
int
as a boolean
Is the yoke visible in the 3-d cockpit?
sim/graphics/view/is_reverse_float_z
int
as a boolean
True if current rendering is reverse-float-Z with clip control set ot 0..1. False for conventional GL rendering.
sim/graphics/view/is_reverse_y
int
as a boolean
True if current rendering is reversed-Y (+Y = down) - false for conventional +Y=up rendering. This indicates how the framebuffer is set up - the transform stack will be set up to correctly flip Y if used.
sim/graphics/view/local_map_b
float
in pixels
Bounds of the local map window during callbacks - bottom
sim/graphics/view/local_map_l
float
in pixels
Bounds of the local map window during callbacks - left
sim/graphics/view/local_map_r
float
in pixels
Bounds of the local map window during callbacks - right
sim/graphics/view/local_map_t
float
in pixels
Bounds of the local map window during callbacks - top
sim/graphics/view/local_profile_ref_x
float
in meters
Location (in world coordinates) of the 'reference' point (lower left corner) of the profile view
sim/graphics/view/local_profile_ref_y
float
in meters
Location (in world coordinates) of the 'reference' point (lower left corner) of the profile view
sim/graphics/view/local_profile_ref_z
float
in meters
Location (in world coordinates) of the 'reference' point (lower left corner) of the profile view
sim/graphics/view/local_profile_scale_t
float
in pix/sec
Scale (pixels per second) for drawing in the profile view horizontally when in time mode
sim/graphics/view/local_profile_scale_x
float
in pix/mtr
Scale (pixels per meter) for drawing in the profile view horizontally when in distance mode
sim/graphics/view/local_profile_scale_y
float
in pix/mtr
Scale (pixels per meter) for drawing in the profile view vertically
sim/graphics/view/modelview_matrix[16]
float
in Matrix4x4
Current modelview matrix during window callbacks. use to map boxels to device pixels for scissors.
sim/graphics/view/number_elumens_projections
int
in count
How many separate patches are we doing for the Elumens screen
sim/graphics/view/panel_render_new_blending
int
as a boolean
True if modern correct RGBA blending is being used to draw panels; false if the legacy alpha-max equation is being used.
sim/graphics/view/panel_render_type
int
in enum
How to draw the panel? 0=2-d panel, 1=3-d, non-lit, 2=3-d, lit
sim/graphics/view/panel_total_pnl_b
float
in pixels
Location of the bottom edge of the panel, in the coordinate system used during panel drawing.
sim/graphics/view/panel_total_pnl_l
float
in pixels
Location of the left edge of the panel, in the coordinate system used during panel drawing.
sim/graphics/view/panel_total_pnl_r
float
in pixels
Location of the right edge of the panel, in the coordinate system used during panel drawing.
sim/graphics/view/panel_total_pnl_t
float
in pixels
Location of the top edge of the panel, in the coordinate system used during panel drawing.
sim/graphics/view/panel_total_win_b
float
in pixels
Location of the bottom edge of the panel, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_total_win_l
float
in pixels
Location of the left edge of the panel, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_total_win_r
float
in pixels
Location of the right edge of the panel, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_total_win_t
float
in pixels
Location of the top edge of the panel, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_visible_pnl_b
float
in pixels
Location of the bottom edge of the screen, in the coordinate system used during panel drawing.
sim/graphics/view/panel_visible_pnl_l
float
in pixels
Location of the left edge of the screen, in the coordinate system used during panel drawing.
sim/graphics/view/panel_visible_pnl_r
float
in pixels
Location of the right edge of the screen, in the coordinate system used during panel drawing.
sim/graphics/view/panel_visible_pnl_t
float
in pixels
Location of the top edge of the screen, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_visible_win_b
float
in pixels
Location of the bottom edge of the screen, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_visible_win_l
float
in pixels
Location of the left edge of the screen, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_visible_win_r
float
in pixels
Location of the right edge of the screen, in the coordinate system used during plugin window drawing.
sim/graphics/view/panel_visible_win_t
float
in pixels
Location of the top edge of the screen, in the coordinate system used during plugin window drawing.
sim/graphics/view/pilots_head_phi
float
in degrees
Position of the pilot's head roll
sim/graphics/view/pilots_head_psi
float
in degrees
Position of pilot's head heading
sim/graphics/view/pilots_head_the
float
in degrees
Position of pilot's head pitch
sim/graphics/view/pilots_head_x
float
in meters
Position of pilot's head relative to CG, X
sim/graphics/view/pilots_head_y
float
in meters
Position of pilot's head relative to CG, Y
sim/graphics/view/pilots_head_z
float
in meters
Position of pilot's head relative to CG, Z
sim/graphics/view/plane_render_type
int
in enum
What kind of rendering is being done during the xplm_Phase_Airplanes callback. solid = 1, blended/alpha = 2 (0 = N/A, outside draw callback)
sim/graphics/view/projection_matrix[16]
float
in Matrix4x4
The current projection matrix - valid only during draw callbacks
sim/graphics/view/projection_matrix_3d[16]
float
in Matrix4x4
The current projection matrix during 3-d rendering - it keeps its value during 2-d rendering so youc can figure out how to apply text labels to 3-d stuff.
sim/graphics/view/using_modern_driver
int
as a boolean
True if current rendering is being done by a modern Vulkan/Metal driver. False if we have the GL driver.
sim/graphics/view/vertical_field_of_view_deg
float
in degrees
Vertical field of view in degrees, see sim/graphics/settings/non_proportional_vertical_FOV.
sim/graphics/view/view_elevation_agl
float
in unspecified units
The elevation of the camera
sim/graphics/view/view_elevation_agl_mtrs
float
in meters
Camera's elevation above ground level
sim/graphics/view/view_elevation_m_msl
float
in metersMSL
The elevation of the camera
sim/graphics/view/view_elevation_msl_mtrs
float
in meters
Camera's elevation above mean sea level
sim/graphics/view/view_heading
float
in degrees
The camera's heading, CW frmo true north
sim/graphics/view/view_is_external
int
as a boolean
Is the view in the cockpit or outside? Affects sound!
sim/graphics/view/view_pitch
float
in degrees
The camera's pitch
sim/graphics/view/viewport[4]
int
in Pixels
Current OpenGL viewport in device window coordinates. Note that this is left, bottom, right top, NOT left, bottom, width, height!!
sim/graphics/view/view_roll
float
in degrees
The camera's roll
sim/graphics/view/view_type
int
in enum
The current camera view
sim/graphics/view/view_x
float
in OGLcoords
The location of the camera, X coordinate (OpenGL)
sim/graphics/view/view_y
float
in OGLcoords
The location of the camera, Y coordinate (OpenGL)
sim/graphics/view/view_z
float
in OGLcoords
The location of the camera, Z coordinate (OpenGL)
sim/graphics/view/view_zoom
float
in unspecified units
Camera Zoom - Use Camera control APIs!
sim/graphics/view/visibility_effective_m
float
in meters
>= 0. The effective visibility after framerate-protecting visibility reductions.
sim/graphics/view/visibility_framerate_ratio
float
in meters
[0.0 - 1.0] The ratio of the reported visibility to actually show for frame-rate protection. 1.0 means the user ses the reported visibility. Writable in v9, fixed in v10.
sim/graphics/view/visibility_math_level
int
in enum
This used to indicate what level of 3-d force visualization was shown to the user in 3-d.
sim/graphics/view/visibility_scale
float
in multipler
This used to be the ratio used to scale up 3-d aero-force visualization
sim/graphics/view/visibility_terrain_m
float
in meters
>= 0. The range of ground visibility. When above the clouds, only some of the ground terrain is actually drawn.
sim/graphics/view/window_height
int
in pixels
Size of rendering window
sim/graphics/view/window_width
int
in pixels
Size of rendering window
sim/graphics/view/world_matrix[16]
float
in Matrix4x4
The current modelview matrix to draw in standard 'OGL' coordinates - valid only during draw callbacks
sim/graphics/view/world_render_type
int
in enum
What kind of 3-d rendering pass are we on? 0=normal,1=reflections in water