C# Class Axiom.Core.Entity.EntityShadowRenderable

Nested class to allow entity shadows.
Inheritance: Axiom.Graphics.ShadowRenderable
Show file Open project: WolfgangSt/axiom

Protected Properties

Property Type Description
currentVertexData Axiom.Graphics.VertexData
originalPosBufferBinding short
parent Entity
positionBuffer Axiom.Graphics.HardwareVertexBuffer
subEntity SubEntity
wBuffer Axiom.Graphics.HardwareVertexBuffer

Public Methods

Method Description
EntityShadowRenderable ( Entity parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeperateLightCap, SubEntity subEntity ) : System
EntityShadowRenderable ( Entity parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeparateLightCap, SubEntity subEntity, bool isLightCap ) : System
GetWorldTransforms ( Matrix4 matrices ) : void
RebindPositionBuffer ( VertexData vertexData, bool force ) : void

Rebind the source positions for temp buffer users.

Protected Methods

Method Description
dispose ( bool disposeManagedResources ) : void

Method Details

EntityShadowRenderable() public method

public EntityShadowRenderable ( Entity parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeperateLightCap, SubEntity subEntity ) : System
parent Entity
indexBuffer Axiom.Graphics.HardwareIndexBuffer
vertexData Axiom.Graphics.VertexData
createSeperateLightCap bool
subEntity SubEntity
return System

EntityShadowRenderable() public method

public EntityShadowRenderable ( Entity parent, HardwareIndexBuffer indexBuffer, VertexData vertexData, bool createSeparateLightCap, SubEntity subEntity, bool isLightCap ) : System
parent Entity
indexBuffer Axiom.Graphics.HardwareIndexBuffer
vertexData Axiom.Graphics.VertexData
createSeparateLightCap bool
subEntity SubEntity
isLightCap bool
return System

GetWorldTransforms() public method

public GetWorldTransforms ( Matrix4 matrices ) : void
matrices Axiom.Math.Matrix4
return void

RebindPositionBuffer() public method

Rebind the source positions for temp buffer users.
public RebindPositionBuffer ( VertexData vertexData, bool force ) : void
vertexData Axiom.Graphics.VertexData
force bool
return void

dispose() protected method

protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool
return void

Property Details

currentVertexData protected property

Link to current vertex data used to bind (maybe changes)
protected VertexData,Axiom.Graphics currentVertexData
return Axiom.Graphics.VertexData

originalPosBufferBinding protected property

Original position buffer source binding.
protected short originalPosBufferBinding
return short

parent protected property

protected Entity parent
return Entity

positionBuffer protected property

Shared ref to the position buffer.
protected HardwareVertexBuffer,Axiom.Graphics positionBuffer
return Axiom.Graphics.HardwareVertexBuffer

subEntity protected property

Link to SubEntity, only present if SubEntity has it's own geometry.
protected SubEntity,Axiom.Core subEntity
return SubEntity

wBuffer protected property

Shared ref to w-coord buffer (optional).
protected HardwareVertexBuffer,Axiom.Graphics wBuffer
return Axiom.Graphics.HardwareVertexBuffer