Pipeline rasterization state (used by [RenderingDevice]).
This object is used by [RenderingDevice].
The cull mode to use when drawing polygons, which determines whether front faces or backfaces are hidden.
A limit for how much each depth value can be offset. If negative, it serves as a minimum value, but if positive, it serves as a maximum value.
A constant offset added to each depth value. Applied after [member depth_bias_slope_factor].
If [code]true[/code], each generated depth value will by offset by some amount. The specific amount is generated per polygon based on the values of [member depth_bias_slope_factor] and [member depth_bias_constant_factor].
A constant scale applied to the slope of each polygons' depth. Applied before [member depth_bias_constant_factor].
If [code]true[/code], primitives are discarded immediately before the rasterization stage.
If [code]true[/code], clamps depth values according to the minimum and maximum depth of the associated viewport.
The winding order to use to determine which face of a triangle is considered its front face.
The line width to use when drawing lines (in pixels). Thick lines may not be supported on all hardware.
The number of control points to use when drawing a patch with tessellation enabled. Higher values result in higher quality at the cost of performance.
If [code]true[/code], performs wireframe rendering for triangles instead of flat or textured rendering.