Property | Type | Description | |
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VideoModes | idTech4.Renderer.VideoMode[] |
Method | Description | |
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AddDrawSurface ( |
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AddDrawViewCommand ( |
This is the main 3D rendering command. A single scene may have multiple views if a mirror, portal, or dynamic texture is present.
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BeginFrame ( int windowWidth, int windowHeight ) : void | ||
BeginLevelLoad ( ) : void | ||
BindTexture ( |
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ClearTextureUnits ( ) : void | ||
CreateRenderWorld ( ) : |
Creates a new renderWorld to be used for drawing.
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DebugClearLines ( int time ) : void | ||
DebugClearPolygons ( int time ) : void | ||
DebugClearText ( int time ) : void | ||
DrawBigCharacter ( int x, int y, int ch, |
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DrawBigString ( int x, int y, string str, Vector4 color, bool forceColor, |
Draws a multi-colored string with a drop shadow, optionally forcing to a fixed color.
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DrawSmallCharacter ( int x, int y, int c, |
Small characters are drawn at native screen resolution.
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DrawSmallString ( int x, int y, string str, Vector4 setColor, bool forceColor, |
Draws a multi-colored string with a drop shadow, optionally forcing to a fixed color. Coordinates are at 640x480 virtual resolution. |
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DrawStretchPicture ( |
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DrawStretchPicture ( float x, float y, float width, float height, float s, float t, float s2, float t2, |
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EndFrame ( ) : void | ||
EndFrame ( int &frontendTime, int &backendTime ) : void | ||
EndLevelLoad ( ) : void | ||
GlobalMaterialOverride ( |
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Init ( ) : void | ||
InitRenderer ( ) : void | ||
Present ( ) : void | ||
RegisterFont ( string fontName, string fileName ) : |
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RemapMaterialBySkin ( |
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RenderView ( |
A view may be either the actual camera view, a mirror / remote location, or a 3D view on a gui surface.
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RenderViewToViewPort ( |
Converts from SCREEN_WIDTH / SCREEN_HEIGHT coordinates to current cropped pixel coordinates
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idRenderSystem ( ) : System |
Method | Description | |
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AddAmbientDrawSurfaces ( |
Adds surfaces for the given viewEntity Walks through the viewEntitys list and creates drawSurf_t for each surface of each viewEntity that has a non-empty scissorRect.
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AddModelSurfaces ( ) : void | Here is where dynamic models actually get instantiated, and necessary interactions get created. This is all done on a sort-by-model basis to keep source data in cache (most likely L2) as any interactions and shadows are generated, since dynamic models will typically be lit by two or more lights. | |
AllocateVertexCacheFrameTemporary ( |
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Clear ( ) : void | ||
ClearCommandChain ( ) : void |
Called after every buffer submission and by ToggleSmpFrame.
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Cmd_ReloadArbPrograms ( object sender, CommandEventArgs e ) : void | ||
ConstrainViewFrustum ( ) : void | ||
CreateAmbientCache ( |
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EntityDefinitionDynamicModel ( |
Issues a deferred entity callback if necessary. If the model isn't dynamic, it returns the original. Returns the cached dynamic model if present, otherwise creates it and any necessary overlays
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InitCommands ( ) : void | ||
InitCvars ( ) : void | ||
InitMaterials ( ) : void | ||
IssueRenderCommands ( ) : void | ||
LoadArbProgram ( int index ) : void | ||
SetColorMappings ( ) : void | ||
SetGamma ( ushort red, ushort green, ushort blue ) : void |
The renderer calls this when the user adjusts r_gamma or r_brightness.
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SetViewMatrix ( |
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SetupProjection ( ) : void | ||
SetupViewFrustum ( ) : void | ||
ToggleSmpFrame ( ) : void |
public AddDrawSurface ( |
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surface | ||
space | ||
renderEntity | ||
material | ||
scissor | ||
return | void |
public AddDrawViewCommand ( |
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view | ||
return | void |
public BeginFrame ( int windowWidth, int windowHeight ) : void | ||
windowWidth | int | |
windowHeight | int | |
return | void |
public BindTexture ( |
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texture | ||
return | void |
public DebugClearPolygons ( int time ) : void | ||
time | int | |
return | void |
public DrawBigCharacter ( int x, int y, int ch, |
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x | int | |
y | int | |
ch | int | |
material | ||
return | void |
public DrawBigString ( int x, int y, string str, Vector4 color, bool forceColor, |
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x | int | |
y | int | |
str | string | |
color | Vector4 | |
forceColor | bool | |
material | ||
return | void |
public DrawSmallCharacter ( int x, int y, int c, |
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x | int | |
y | int | |
c | int | |
material | ||
return | void |
public DrawSmallString ( int x, int y, string str, Vector4 setColor, bool forceColor, |
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x | int | |
y | int | |
str | string | |
setColor | Vector4 | |
forceColor | bool | |
material | ||
return | void |
public DrawStretchPicture ( |
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vertices | ||
indexes | int | |
material | ||
clip | bool | |
minX | float | |
minY | float | |
maxX | float | |
maxY | float | |
return | void |
public DrawStretchPicture ( float x, float y, float width, float height, float s, float t, float s2, float t2, |
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x | float | |
y | float | |
width | float | |
height | float | |
s | float | |
t | float | |
s2 | float | |
t2 | float | |
material | ||
return | void |
public EndFrame ( int &frontendTime, int &backendTime ) : void | ||
frontendTime | int | |
backendTime | int | |
return | void |
public GlobalMaterialOverride ( |
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material | ||
return |
public RegisterFont ( string fontName, string fileName ) : |
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fontName | string | |
fileName | string | |
return |
public RemapMaterialBySkin ( |
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material | ||
skin | ||
customMaterial | ||
return |
public RenderViewToViewPort ( |
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renderView | ||
return |