C# Class Axiom.Graphics.ShadowRenderable

Class which represents the renderable aspects of a set of shadow volume faces.
Note that for casters comprised of more than one set of vertex buffers (e.g. SubMeshes each using their own geometry), it will take more than one ShadowRenderable to render the shadow volume. Therefore for shadow caster geometry, it is best to stick to one set of vertex buffers (not necessarily one buffer, but the positions for the entire geometry should come from one buffer if possible)
Inheritance: DisposableObject, IRenderable
Afficher le fichier Open project: WolfgangSt/axiom Class Usage Examples

Protected Properties

Свойство Type Description
customParams List
dummyLightList LightList
lightCap ShadowRenderable
material Material
renderOperation RenderOperation

Méthodes publiques

Méthode Description
GetCustomParameter ( int index ) : Vector4
GetRenderOperationForUpdate ( ) : RenderOperation

Gets the internal render operation for setup.

GetSquaredViewDepth ( Camera camera ) : float
GetWorldTransforms ( Axiom matrices ) : void
SetCustomParameter ( int index, Vector4 val ) : void
UpdateCustomGpuParameter ( GpuProgramParameters entry, GpuProgramParameters gpuParams ) : void

Méthodes protégées

Méthode Description
ShadowRenderable ( ) : System
dispose ( bool disposeManagedResources ) : void

Class level dispose method

When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }

Method Details

GetCustomParameter() public méthode

public GetCustomParameter ( int index ) : Vector4
index int
Résultat Vector4

GetRenderOperationForUpdate() public méthode

Gets the internal render operation for setup.
public GetRenderOperationForUpdate ( ) : RenderOperation
Résultat RenderOperation

GetSquaredViewDepth() public méthode

public GetSquaredViewDepth ( Camera camera ) : float
camera Axiom.Core.Camera
Résultat float

GetWorldTransforms() public abstract méthode

public abstract GetWorldTransforms ( Axiom matrices ) : void
matrices Axiom
Résultat void

SetCustomParameter() public méthode

public SetCustomParameter ( int index, Vector4 val ) : void
index int
val Vector4
Résultat void

ShadowRenderable() protected méthode

protected ShadowRenderable ( ) : System
Résultat System

UpdateCustomGpuParameter() public méthode

public UpdateCustomGpuParameter ( GpuProgramParameters entry, GpuProgramParameters gpuParams ) : void
entry GpuProgramParameters
gpuParams GpuProgramParameters
Résultat void

dispose() protected méthode

Class level dispose method
When implementing this method in an inherited class the following template should be used; protected override void dispose( bool disposeManagedResources ) { if ( !isDisposed ) { if ( disposeManagedResources ) { // Dispose managed resources. } // There are no unmanaged resources to release, but // if we add them, they need to be released here. } // If it is available, make the call to the // base class's Dispose(Boolean) method base.dispose( disposeManagedResources ); }
protected dispose ( bool disposeManagedResources ) : void
disposeManagedResources bool True if Unmanaged resources should be released.
Résultat void

Property Details

customParams protected_oe property

protected List customParams
Résultat List

dummyLightList protected_oe property

protected LightList dummyLightList
Résultat LightList

lightCap protected_oe property

Used only if IsLightCapSeparate == true.
protected ShadowRenderable,Axiom.Graphics lightCap
Résultat ShadowRenderable

material protected_oe property

protected Material,Axiom.Graphics material
Résultat Material

renderOperation protected_oe property

protected RenderOperation,Axiom.Graphics renderOperation
Résultat RenderOperation