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Aura3D Documentation ​

Welcome to Aura3D — a lightweight, high-performance and extensible Avalonia 3D control library. The docs are organized by task: get something running first, go deeper as you need, and check the notes and quick references when something goes wrong.

Getting Started ​

DocumentContents
Quick StartInstall the package → drop in the control → a box + a light → run and see a picture
Your First Full AppLoad a model → aim the camera → per-frame animation → click picking, wired into one working app

Scene Basics ​

DocumentContents
Scene Graph and NodesThe node tree and transforms → which node to use → batch edits and lookups
Loading and Placing ModelsglTF loading → scale / position / orientation → fitting the camera and bounding boxes
Cameras and View ControlProjection and LookAt → CameraController mouse orbit → multi-camera and render targets
Lighting and ShadowsThe three light types → per-type light limits → shadow configuration and CSM
Materials and TexturesMaterial channels and textures → loading textures → sampling settings → custom material parameters
Environment and BackgroundScene background (solid / texture / cube map) → HDR environments and IBL
Animation SystemPlaying and controlling skeletal animation → blend spaces and state machines → manual bone control
Particle SystemEmitter configuration → emission shapes → mesh particles and flipbooks → debugging and performance

Advanced ​

DocumentContents
Instanced RenderingInstancedMesh → per-instance attributes → HISM hierarchical instancing → incremental updates
Custom Materials and ShadersMaterial-level shader replacement → the shader macro mechanism → per-instance custom attributes
Choosing and Configuring PipelinesBuilt-in pipeline catalog and how to pick → PipelineSettings → lighting / shadow / tone-mapping parameters
Custom Render PipelinesWriting your own RenderPipeline / RenderPass → shader variants and compilation → the GLES 3.0 subset
GPU Resource LifecycleThe IGpuState contract → upload-on-demand and reclamation → context loss and restoration

Pitfalls and Reference ​

DocumentContents
Platforms and Render BackendsWhich rendering path each platform takes → macOS / iOS / Android / Browser configuration → the three required .NET 10 Release settings
Common Pitfalls and TroubleshootingIndexed by symptom: black screen, platform silent failures, shaders, configuration timing, context and lifecycle
Node and Scene ReferenceEvery node class with members and namespaces — for looking up, not reading
Built-in Passes and Shader MacrosBuilt-in passes and their passKeys → vertex attribute location conventions → macro combinations

Where to Start ​