Method | Description | |
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ClearScene ( ) : void |
Empties the entire scene, inluding all SceneNodes, Entities, Lights, BillboardSets etc. Cameras are not deleted at this stage since they are still referenced by viewports, which are not destroyed during this process.
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CreateAABBRegionQuery ( ) : |
Creates a AxisAlignedBoxRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a AxisAlignedBox region. |
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CreateAABBRegionQuery ( |
Creates a AxisAlignedBoxRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a AxisAlignedBox region. |
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CreateAABBRegionQuery ( |
Creates a AxisAlignedBoxRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a AxisAlignedBox region. |
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CreateAnimation ( string name, float length ) : |
Creates an animation which can be used to animate scene nodes. An animation is a collection of 'tracks' which over time change the position / orientation of Node objects. In this case, the animation will likely have tracks to modify the position / orientation of SceneNode objects, e.g. to make objects move along a path. You don't need to use an Animation object to move objects around - you can do it yourself using the methods of the Node in your application. However, when you need relatively complex scripted animation, this is the class to use since it will interpolate between keyframes for you and generally make the whole process easier to manage. A single animation can affect multiple Node objects (each AnimationTrack affects a single Node). In addition, through animation blending a single Node can be affected by multiple animations, although this is more useful when performing skeletal animation (see Skeleton.CreateAnimation). |
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CreateAnimationState ( string animationName ) : AnimationState |
Create an AnimationState object for managing application of animations. You can create Animation objects for animating SceneNode obejcts using the CreateAnimation method. However, in order to actually apply those animations you have to call methods on Node and Animation in a particular order (namely Node.ResetToInitialState and Animation.Apply). To make this easier and to help track the current time position of animations, the AnimationState object is provided. So if you don't want to control animation application manually, call this method, update the returned object as you like every frame and let SceneManager apply the animation state for you. Remember, AnimationState objects are disabled by default at creation time. Turn them on when you want them using their Enabled property. Note that any SceneNode affected by this automatic animation will have it's state reset to it's initial position before application of the animation. Unless specifically modified using Node.SetInitialState the Node assumes it's initial state is at the origin. If you want the base state of the SceneNode to be elsewhere, make your changes to the node using the standard transform methods, then call SetInitialState to 'bake' this reference position into the node. |
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CreateBillboardSet ( string name ) : |
Overloaded method.
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CreateBillboardSet ( string name, int poolSize ) : |
Creates a billboard set which can be uses for particles, sprites, etc.
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CreateCamera ( string name ) : |
Creates a camera to be managed by this scene manager. This camera can be added to the scene at a later time using the AttachObject method of the SceneNode class. |
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CreateEntity ( string name, Axiom.Core.Mesh mesh ) : Entity |
Create an Entity (instance of a discrete mesh).
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CreateEntity ( string name, PrefabEntity prefab ) : Entity |
Create an Entity (instance of a discrete mesh).
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CreateEntity ( string name, string meshName ) : Entity |
Create an Entity (instance of a discrete mesh).
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CreateIntersectionQuery ( ) : |
Creates an IntersectionSceneQuery for this scene manager. This method creates a new instance of a query object for locating intersecting objects. See SceneQuery and IntersectionSceneQuery for full details. |
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CreateIntersectionQuery ( uint mask ) : |
Creates an IntersectionSceneQuery for this scene manager. This method creates a new instance of a query object for locating intersecting objects. See SceneQuery and IntersectionSceneQuery for full details. |
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CreateLight ( string name ) : |
Creates a light that will be managed by this scene manager. Lights can either be in a fixed position and independent of the scene graph, or they can be attached to SceneNodes so they derive their position from the parent node. Either way, they are created using this method so that the SceneManager manages their existence. |
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CreateManualObject ( string name ) : ManualObject |
Create a ManualObject, an object which you populate with geometry manually through a GL immediate-mode style interface.
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CreateMovableObject ( string name, string typeName, NamedParameterList para ) : Axiom.Core.MovableObject | ||
CreateMovableText ( string name, string caption, string fontName ) : |
Create MovableText, 3D floating text which can me moved around your scene
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CreateOverlay ( string name, int zorder ) : |
Creates a new Overlay. Overlays can be used to render heads-up-displays (HUDs), menu systems, cockpits and any other 2D or 3D object you need to appear above the rest of the scene. See the Overlay class for more information. NOTE: after creation, the Overlay is initially hidden. You can create as many overlays as you like ready to be displayed whenever. Just call Overlay.Show to display the overlay. |
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CreatePlaneBoundedVolumeQuery ( ) : |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a PlaneBoundedVolumes region. |
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CreatePlaneBoundedVolumeQuery ( PlaneBoundedVolumeList volumes ) : |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a PlaneBoundedVolumes region. |
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CreatePlaneBoundedVolumeQuery ( PlaneBoundedVolumeList volumes, uint mask ) : |
Creates a PlaneBoundedVolumeListSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a PlaneBoundedVolumes region. |
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CreateRayQuery ( ) : |
Creates a query to return objects found along the ray.
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CreateRayQuery ( |
Creates a query to return objects found along the ray.
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CreateRayQuery ( |
Creates a query to return objects found along the ray.
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CreateRibbonTrail ( string name ) : RibbonTrail | ||
CreateSceneNode ( ) : |
Creates an instance of a SceneNode. Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes. To include the returned SceneNode in the scene, use the AddChild method of the SceneNode which is to be it's parent. Note that this method takes no parameters, and the node created is unnamed (it is actually given a generated name, which you can retrieve if you want). If you wish to create a node with a specific name, call the alternative method which takes a name parameter. |
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CreateSceneNode ( string name ) : |
Creates an instance of a SceneNode with a given name. Note that this does not add the SceneNode to the scene hierarchy. This method is for convenience, since it allows an instance to be created for which the SceneManager is responsible for allocating and releasing memory, which is convenient in complex scenes. To include the returned SceneNode in the scene, use the AddChild method of the SceneNode which is to be it's parent. Note that this method takes a name parameter, which makes the node easier to retrieve directly again later. |
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CreateSphereRegionQuery ( ) : |
Creates a SphereRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a spherical region. |
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CreateSphereRegionQuery ( |
Creates a SphereRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a spherical region. |
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CreateSphereRegionQuery ( |
Creates a SphereRegionSceneQuery for this scene manager. This method creates a new instance of a query object for this scene manager, for querying for objects within a spherical region. |
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CreateStaticGeometry ( string name, int logLevel ) : |
Creates a StaticGeometry instance suitable for use with this SceneManager. StaticGeometry is a way of batching up geometry into a more efficient form at the expense of being able to move it. Please read the StaticGeometry class documentation for full information. |
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DestroyAllAnimationStates ( ) : void |
Removes all AnimationStates created using this SceneManager.
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DestroyAllAnimations ( ) : void |
Removes all animations created using this SceneManager.
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DestroyAllCameras ( ) : void |
Destroy all cameras managed by this SceneManager
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DestroyAllMovableObjects ( ) : void | ||
DestroyAllMovableObjectsByType ( string typeName ) : void | ||
DestroyAllOverlays ( ) : void |
Destroys all the overlays.
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DestroyAllStaticGeometry ( ) : void |
Destroy all StaticGeometry instances.
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DestroyAnimation ( string name ) : void |
Destroys an Animation.
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DestroyAnimationState ( string name ) : void |
Destroys an AnimationState.
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DestroyCamera ( |
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DestroyMovableObject ( Axiom.Core.MovableObject m ) : void | ||
DestroyMovableObject ( string name, string typeName ) : void | ||
DestroyOverlay ( string name ) : void |
Destroys the named Overlay.
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DestroySceneNode ( |
Destroys and removes a node from the scene.
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DestroySceneNode ( string name ) : void |
Destroys and removes a node from the scene.
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DestroyStaticGeometry ( |
Remove & destroy a StaticGeometry instance.
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DestroyStaticGeometry ( string name ) : void |
Remove & destroy a StaticGeometry instance.
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EstimateWorldGeometry ( Stream stream ) : int |
Estimate the number of loading stages required to load the named world geometry. Operates just like the version of this method which takes a filename, but operates on a stream instead. Note that since the stream is updated, you'll need to reset the stream or reopen it when it comes to loading it for real. |
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EstimateWorldGeometry ( Stream stream, string typeName ) : int |
Estimates the world geometry. Operates just like the version of this method which takes a filename, but operates on a stream instead. Note that since the stream is updated, you'll need to reset the stream or reopen it when it comes to loading it for real. |
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EstimateWorldGeometry ( string fileName ) : int |
Estimate the number of loading stages required to load the named world geometry. This method should be overridden by SceneManagers that provide custom world geometry that can take some time to load. They should return from this method a count of the number of stages of progress they can report on whilst loading. During real loading (setWorldGeomtry), they should call |
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ExtractAllMovableObjectsByType ( string typeName ) : void | ||
ExtractMovableObject ( Axiom.Core.MovableObject m ) : void | ||
ExtractMovableObject ( string name, string typeName ) : void | ||
FindVisibleObjects ( |
Internal method which parses the scene to find visible objects to render. If you're implementing a custom scene manager, this is the most important method to override since it's here you can apply your custom world partitioning scheme. Once you have added the appropriate objects to the render queue, you can let the default SceneManager objects RenderVisibleObjects handle the actual rendering of the objects you pick. Any visible objects will be added to a rendering queue, which is indexed by material in order to ensure objects with the same material are rendered together to minimise render state changes. |
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GetAnimation ( string name ) : |
Retreives the animation with the specified name.
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GetAnimationState ( string name ) : AnimationState |
Retreives the AnimationState with the specified name.
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GetBillboardSet ( string name ) : |
Retreives the BillboardSet with the specified name.
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GetCamera ( string name ) : |
Retreives the camera with the specified name.
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GetEntity ( string name ) : Entity |
Retreives the scene node with the specified name.
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GetLight ( string name ) : |
Retreives the light with the specified name.
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GetManualObject ( string name ) : ManualObject |
Retrieves the named ManualObject.
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GetMaterial ( System.UInt64 handle ) : |
Returns the material with the specified handle.
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GetMaterial ( string name ) : |
Returns the material with the specified name.
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GetMovableObject ( string name, string typeName ) : Axiom.Core.MovableObject | ||
GetMovableObjectCollection ( string typeName ) : Axiom.Collections.MovableObjectCollection | ||
GetMovableText ( string name ) : |
Retrieves the named MovableText.
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GetOverlay ( string name ) : |
Gets a the named Overlay, previously created using CreateOverlay.
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GetRenderQueue ( ) : |
Retrieves the internal render queue.
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GetRibbonTrail ( string name ) : RibbonTrail | ||
GetSceneNode ( string name ) : |
Retreives the scene node with the specified name.
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GetStaticGeometry ( string name ) : |
Retrieve a previously created StaticGeometry instance.
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GetSuggestedViewpoint ( bool random ) : |
Asks the SceneManager to provide a suggested viewpoint from which the scene should be viewed. Typically this method returns the origin unless a) world geometry has been loaded using SceneManager.LoadWorldGeometry and b) that world geometry has suggested 'start' points. If there is more than one viewpoint which the scene manager can suggest, it will always suggest the first one unless the random parameter is true. |
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HasMovableObject ( string name, string typeName ) : bool | ||
HasStaticGeometry ( string name ) : bool |
Returns whether a static geometry instance with the given name exists. */
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InjectMovableObject ( MovableObject m ) : void | ||
InjectRenderWithPass ( Pass pass, IRenderable rend ) : void | ||
InjectRenderWithPass ( Pass pass, IRenderable rend, bool shadowDerivation ) : void |
Render something as if it came from the current queue.
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LoadWorldGeometry ( string fileName ) : void |
Loads the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc. Depending on the type of SceneManager (subclasses will be specialized for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp". |
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ManualRender ( RenderOperation op, Pass pass, Viewport vp, Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projMatrix ) : void | ||
ManualRender ( RenderOperation op, Pass pass, Viewport vp, Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projMatrix, bool doBeginEndFrame ) : void |
Manual rendering method, for advanced users only. This method allows you to send rendering commands through the pipeline on demand, bypassing any normal world processing. You should only use this if you really know what you're doing; the engine does lots of things for you that you really should let it do. However, there are times where it may be useful to have this manual interface, for example overlaying something on top of the scene. Because this is an instant rendering method, timing is important. The best time to call it is from a RenderTarget event handler. Don't call this method a lot, it's designed for rare (1 or 2 times per frame) use. Calling it regularly per frame will cause frame rate drops! |
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OverrideRootSceneNode ( SceneNode node ) : void |
If set, only the selected node is rendered. To render all nodes, set to null.
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PopulateLightList ( Vector3 position, float radius, LightList destList ) : void |
Populate a light list with an ordered set of the lights which are closest Note that since directional lights have no position, they are always considered closer than any point lights and as such will always take precedence. Subclasses of the default SceneManager may wish to take into account other issues such as possible visibility of the light if that information is included in their data structures. This basic scenemanager simply orders by distance, eliminating those lights which are out of range. The number of items in the list max exceed the maximum number of lights supported by the renderer, but the extraneous ones will never be used. In fact the limit will be imposed by Pass::getMaxSimultaneousLights. |
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PrepareWorldGeometry ( Stream stream, string typeName ) : void |
Sets the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc. This function can be called before setWorldGeometry in a background thread, do to some slow tasks (e.g. IO) that do not involve the backend render system. Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a stream to this method and it will attempt to load the world-level geometry for use. If the manager can only handle one input format the typeName parameter is not required. The stream passed will be read (and it's state updated). |
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PrepareWorldGeometry ( string filename ) : void |
Sets the source of the 'world' geometry, i.e. the large, mainly static geometry making up the world e.g. rooms, landscape etc. This function can be called before setWorldGeometry in a background thread, do to some slow tasks (e.g. IO) that do not involve the backend render system. Depending on the type of SceneManager (subclasses will be specialised for particular world geometry types) you have requested via the Root or SceneManagerEnumerator classes, you can pass a filename to this method and it will attempt to load the world-level geometry for use. If you try to load an inappropriate type of world data an exception will be thrown. The default SceneManager cannot handle any sort of world geometry and so will always throw an exception. However subclasses like BspSceneManager can load particular types of world geometry e.g. "q3dm1.bsp". |
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RekeySceneNode ( string oldName, SceneNode node ) : void | ||
RemoveAllBillboardSets ( ) : void |
Removes all billboardsets from the scene.
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RemoveAllCameras ( ) : void |
Removes all cameras from the scene.
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RemoveAllEntities ( ) : void |
Removes all entities from the scene.
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RemoveAllLights ( ) : void |
Removes all lights from the scene.
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RemoveAllRibonTrails ( ) : void | ||
RemoveBillboardSet ( BillboardSet billboardSet ) : void |
Removes the specified BillboardSet from the scene. This method removes a previously added BillboardSet from the scene. |
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RemoveBillboardSet ( string name ) : void |
Removes a BillboardSet from the scene with the specified name. This method removes a previously added BillboardSet from the scene. |
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RemoveCamera ( Camera camera ) : void |
Removes the specified camera from the scene. This method removes a previously added camera from the scene. |
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RemoveCamera ( string name ) : void |
Removes a camera from the scene with the specified name. This method removes a previously added camera from the scene. |
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RemoveEntity ( Entity entity ) : void |
Removes the specified entity from the scene.
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RemoveEntity ( string name ) : void |
Removes the entity with the specified name from the scene.
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RemoveLight ( Light light ) : void |
Removes the specified light from the scene. This method removes a previously added light from the scene. |
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RemoveLight ( string name ) : void |
Removes a light from the scene with the specified name. This method removes a previously added light from the scene. |
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RemoveRibbonTrail ( RibbonTrail ribbonTrail ) : void | ||
RemoveRibbonTrail ( string name ) : void | ||
ResetViewProjectionMode ( ) : void | ||
RestoreRootSceneNode ( ) : void | ||
SceneManager ( string name ) : System | ||
SetFog ( FogMode mode, ColorEx color, float density ) : void |
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SetFog ( FogMode mode, ColorEx color, float density, float linearStart, float linearEnd ) : void |
Sets the fogging mode applied to the scene. This method sets up the scene-wide fogging effect. These settings apply to all geometry rendered, UNLESS the material with which it is rendered has it's own fog settings (see Material.SetFog). |
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SetPass ( Pass pass ) : Pass |
If only the first parameter is supplied
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SetPass ( Pass pass, bool evenIfSuppressed ) : Pass |
If only the first two parameters are supplied
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SetPass ( Pass pass, bool evenIfSuppressed, bool shadowDerivation ) : Pass |
Internal method for setting up the renderstate for a rendering pass.
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SetShadowTextureSettings ( ushort size, ushort count ) : void | ||
SetShadowTextureSettings ( ushort size, ushort count, PixelFormat format ) : void |
Sets the size and count of textures used in texture-based shadows. See ShadowTextureSize and ShadowTextureCount for details, this method just allows you to change both at once, which can save on reallocation if the textures have already been created. |
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SetSkyBox ( bool enable, string materialName, float distance ) : void |
Overloaded method.
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SetSkyBox ( bool enable, string materialName, float distance, bool drawFirst, Quaternion orientation, string groupName ) : void |
Enables / disables a 'sky box' i.e. a 6-sided box at constant distance from the camera representing the sky. You could create a sky box yourself using the standard mesh and entity methods, but this creates a plane which the camera can never get closer or further away from - it moves with the camera. (you could create this effect by creating a world box which was attached to the same SceneNode as the Camera too, but this would only apply to a single camera whereas this skybox applies to any camera using this scene manager). The material you use for the skybox can either contain layers which are single textures, or they can be cubic textures, i.e. made up of 6 images, one for each plane of the cube. See the TextureLayer class for more information. |
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SetSkyDome ( bool isEnabled, string materialName, float curvature, float tiling ) : void |
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SetSkyDome ( bool isEnabled, string materialName, float curvature, float tiling, float distance, bool drawFirst, Quaternion orientation, string groupName ) : void |
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SetSkyPlane ( bool enable, Plane plane, string materialName ) : void |
Overload.
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SetSkyPlane ( bool enable, Plane plane, string materialName, float scale, float tiling, bool drawFirst, float bow, string groupName ) : void |
Enables / disables a 'sky plane' i.e. a plane at constant distance from the camera representing the sky.
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SetWorldGeometry ( Stream stream ) : void | ||
SetWorldGeometry ( Stream stream, string typeName ) : void | ||
SetWorldGeometry ( string filename ) : void |
Method | Description | |
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CreateShadowTextures ( ushort size, ushort count, PixelFormat format ) : void |
Internal method for creating shadow textures (texture-based shadows).
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CreateSkyDomePlane ( BoxPlane plane, float curvature, float tiling, float distance, |
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CreateSkyboxPlane ( BoxPlane plane, float distance, |
Utility method for creating the planes of a skybox.
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DeriveShadowCasterPass ( |
Internal method for turning a regular pass into a shadow caster pass. This is only used for texture shadows, basically we're trying to ensure that objects are rendered solid black. This method will usually return the standard solid black pass for all fixed function passes, but will merge in a vertex program and fudge the AutpoParamDataSource to set black lighting for passes with vertex programs. |
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DeriveShadowReceiverPass ( |
Internal method for turning a regular pass into a shadow receiver pass. This is only used for texture shadows, basically we're trying to ensure that objects are rendered with a projective texture. This method will usually return a standard single-texture pass for all fixed function passes, but will merge in a vertex program for passes with vertex programs. |
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DestroyShadowTextures ( ) : void | ||
EnsureShadowTexturesCreated ( ) : void | ||
FindLightsAffectingFrustum ( |
Internal method for locating a list of lights which could be affecting the frustum. Custom scene managers are encouraged to override this method to make use of their scene partitioning scheme to more efficiently locate lights, and to eliminate lights which may be occluded by word geometry. |
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FindShadowCastersForLight ( |
Internal method for locating a list of shadow casters which could be affecting the frustum for a given light. Custom scene managers are encouraged to override this method to add optimizations, and to add their own custom shadow casters (perhaps for world geometry) |
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InitRenderQueue ( ) : void |
Internal method for initializing the render queue. Subclasses can use this to install their own RenderQueue implementation. |
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InitShadowVolumeMaterials ( ) : void |
Internal method for setting up materials for shadows.
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NotifyLightsDirty ( ) : void |
Advance method to increase the lights dirty counter due lights changed. Scene manager tracking lights that affecting the frustum, if changes detected (the changes includes light list itself and the light's position and attenuation range), then increase the lights dirty counter. |
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OnRenderQueueEnded ( RenderQueueGroupID group, string invocation ) : bool |
Used to first the QueueEnded event.
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OnRenderQueueStarted ( RenderQueueGroupID group, string invocation ) : bool |
Used to first the QueueStarted event.
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PrepareShadowTextures ( Camera camera, Viewport viewPort ) : void |
Internal method for preparing shadow textures ready for use in a regular render
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RenderAdditiveStencilShadowedQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group with the added complexity of additive stencil shadows.
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RenderBasicQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group in the ordinary way
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RenderModulativeStencilShadowedQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group with the added complexity of modulative stencil shadows.
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RenderModulativeTextureShadowedQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group with the added complexity of modulative texture shadows.
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RenderQueueGroupObjects ( RenderQueueGroup group ) : void |
Render the objects in a given queue group.
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RenderScene ( Camera camera, Viewport viewport, bool showOverlays ) : void |
Prompts the class to send its contents to the renderer. This method prompts the scene manager to send the contents of the scene it manages to the rendering pipeline, possibly preceded by some sorting, culling or other scene management tasks. Note that this method is not normally called directly by the user application; it is called automatically by the engine's rendering loop. |
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RenderShadowVolumesToStencil ( Light light, Camera camera ) : void |
Internal method for rendering all the objects for a given light into the stencil buffer.
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RenderSingleObject ( IRenderable renderable, Pass pass, bool doLightIteration ) : void | ||
RenderSingleObject ( IRenderable renderable, Pass pass, bool doLightIteration, LightList manualLightList ) : void |
Internal utility method for rendering a single object.
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RenderSingleShadowVolumeToStencil ( ShadowRenderable sr, bool zfail, bool stencil2sided, LightList manualLightList, bool isSecondPass ) : void |
Render a single shadow volume to the stencil buffer.
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RenderSolidObjects ( System list, bool doLightIteration ) : void | ||
RenderSolidObjects ( System list, bool doLightIteration, LightList manualLightList ) : void |
Renders a set of solid objects.
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RenderTextureShadowCasterQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group rendering only shadow casters.
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RenderTextureShadowReceiverQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group rendering only shadow receivers.
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RenderTransparentObjects ( List |
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RenderTransparentObjects ( List |
Renders a set of transparent objects.
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RenderTransparentShadowCasterObjects ( List |
Render those objects in the transparent pass list which have shadow casting forced on This function is intended to be used to render the shadows of transparent objects which have transparency_casts_shadows set to 'on' in their material |
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RenderVisibleObjects ( ) : void |
Sends visible objects found in FindVisibleObjects to the rendering engine.
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SetShadowVolumeStencilState ( bool secondPass, bool zfail, bool twoSided ) : void |
Internal utility method for setting stencil state for rendering shadow volumes.
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SetViewport ( Viewport viewport ) : void |
Internal method for setting the destination viewport for the next render.
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UpdateSceneGraph ( Camera camera ) : void |
Internal method for updating the scene graph ie the tree of SceneNode instances managed by this class. This must be done before issuing objects to the rendering pipeline, since derived transformations from parent nodes are not updated until required. This SceneManager is a basic implementation which simply updates all nodes from the root. This ensures the scene is up to date but requires all the nodes to be updated even if they are not visible. Subclasses could trim this such that only potentially visible nodes are updated. |
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UseRenderableViewProjection ( IRenderable renderable ) : void |
Protected method used by RenderVisibleObjects to deal with renderables which override the camera's own view / projection materices.
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ValidatePassForRendering ( Pass pass ) : bool |
Internal method to validate whether a Pass should be allowed to render. Called just before a pass is about to be used for rendering a group to allow the SceneManager to omit it if required. A return value of false skips this pass. |
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ValidateRenderableForRendering ( Pass pass, IRenderable renderable ) : bool |
Internal method to validate whether a Renderable should be allowed to render. Called just before a pass is about to be used for rendering a Renderable to allow the SceneManager to omit it if required. A return value of false skips it. |
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dispose ( bool disposeManagedResources ) : void |
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Method | Description | |
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ApplySceneAnimations ( ) : void |
Internal method for applying animations to scene nodes. Uses the internally stored AnimationState objects to apply animation to SceneNodes. |
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CheckShadowCasters ( IList casters, |
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DestroySceneNode ( |
Internal method to destroy and remove a node from the scene. Do not remove from parent by option.
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EnableHardwareShadowExtrusion ( |
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InitShadowCasterPass ( ) : void | ||
InitShadowDebugPass ( ) : void | ||
InitShadowModulativePass ( ) : void | ||
InitShadowReceiverPass ( ) : void | ||
InitShadowStencilPass ( ) : void | ||
NotifyAutoTrackingSceneNode ( SceneNode node, bool autoTrack ) : void |
Internal method for notifying the manager that a SceneNode is autotracking.
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PrepareRenderQueue ( ) : void | ||
QueueSkiesForRendering ( Camera camera ) : void |
Internal method for queueing the sky objects with the params as previously set through SetSkyBox, SetSkyPlane and SetSkyDome.
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RenderAdditiveTextureShadowedQueueGroupObjects ( RenderQueueGroup group ) : void |
Render a group with the added complexity of additive texture shadows.
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UpdateGpuProgramParameters ( Pass pass ) : void | ||
UpdateRenderQueueGroupSplitOptions ( RenderQueueGroup group, bool suppressShadows, bool suppressRenderState ) : void | ||
UpdateRenderQueueSplitOptions ( ) : void |
public CreateAABBRegionQuery ( ) : |
||
return |
public CreateAABBRegionQuery ( |
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box | AxisAlignedBox to use for the region query. | |
return |
public CreateAABBRegionQuery ( |
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box | AxisAlignedBox to use for the region query. | |
mask | uint | Custom user defined flags to use for the query. |
return |
public CreateAnimation ( string name, float length ) : |
||
name | string | |
length | float | |
return |
public CreateAnimationState ( string animationName ) : AnimationState | ||
animationName | string | |
return | AnimationState |
public CreateBillboardSet ( string name ) : |
||
name | string | |
return |
public CreateBillboardSet ( string name, int poolSize ) : |
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name | string | |
poolSize | int | |
return |
public CreateEntity ( string name, Axiom.Core.Mesh mesh ) : Entity | ||
name | string | The name to be given to the entity (must be unique). |
mesh | Axiom.Core.Mesh | The mesh to use. |
return | Entity |
public CreateEntity ( string name, PrefabEntity prefab ) : Entity | ||
name | string | The name to be given to the entity (must be unique). |
prefab | PrefabEntity | The name of the mesh to load. Will be loaded if not already. |
return | Entity |
public CreateEntity ( string name, string meshName ) : Entity | ||
name | string | The name to be given to the entity (must be unique). |
meshName | string | The name of the mesh to load. Will be loaded if not already. |
return | Entity |
public CreateIntersectionQuery ( ) : |
||
return |
public CreateIntersectionQuery ( uint mask ) : |
||
mask | uint | The query mask to apply to this query; can be used to filter out certain objects. |
return |
public CreateLight ( string name ) : |
||
name | string | Name of the light to create. |
return |
public CreateManualObject ( string name ) : ManualObject | ||
name | string | /// The name to be given to the object (must be unique). /// |
return | ManualObject |
public CreateMovableObject ( string name, string typeName, NamedParameterList para ) : Axiom.Core.MovableObject | ||
name | string | |
typeName | string | |
para | NamedParameterList | |
return | Axiom.Core.MovableObject |
public CreateMovableText ( string name, string caption, string fontName ) : |
||
name | string | /// The name to be given to the object (must be unique). /// |
caption | string | /// The text tyo display /// |
fontName | string | /// The font to use for the text, must be already loaded as a resource. /// |
return |
public CreateOverlay ( string name, int zorder ) : |
||
name | string | The name to give the overlay, must be unique. |
zorder | int | The zorder of the overlay relative to it's peers, higher zorders appear on top of lower ones. |
return |
public CreatePlaneBoundedVolumeQuery ( ) : |
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return |
public CreatePlaneBoundedVolumeQuery ( PlaneBoundedVolumeList volumes ) : |
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volumes | PlaneBoundedVolumeList | PlaneBoundedVolumeList to use for the region query. |
return |
public CreatePlaneBoundedVolumeQuery ( PlaneBoundedVolumeList volumes, uint mask ) : |
||
volumes | PlaneBoundedVolumeList | PlaneBoundedVolumeList to use for the region query. |
mask | uint | Custom user defined flags to use for the query. |
return |
public CreateRayQuery ( |
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ray | Ray to use for the intersection query. | |
return |
public CreateRayQuery ( |
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ray | Ray to use for the intersection query. | |
mask | uint | |
return |
public CreateRibbonTrail ( string name ) : RibbonTrail | ||
name | string | |
return | RibbonTrail |
public CreateSceneNode ( string name ) : |
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name | string | |
return |
protected CreateShadowTextures ( ushort size, ushort count, PixelFormat format ) : void | ||
size | ushort | |
count | ushort | |
format | PixelFormat | |
return | void |
protected CreateSkyDomePlane ( BoxPlane plane, float curvature, float tiling, float distance, |
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plane | BoxPlane | |
curvature | float | |
tiling | float | |
distance | float | |
orientation | ||
groupName | string | |
return | Axiom.Core.Mesh |
protected CreateSkyboxPlane ( BoxPlane plane, float distance, |
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plane | BoxPlane | |
distance | float | |
orientation | ||
groupName | string | |
return | Axiom.Core.Mesh |
public CreateSphereRegionQuery ( ) : |
||
return |
public CreateSphereRegionQuery ( |
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sphere | Sphere to use for the region query. | |
return |
public CreateSphereRegionQuery ( |
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sphere | Sphere to use for the region query. | |
mask | uint | Custom user defined flags to use for the query. |
return |
public CreateStaticGeometry ( string name, int logLevel ) : |
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name | string | The name to give the new object |
logLevel | int | |
return |
protected DeriveShadowCasterPass ( |
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pass | ||
return |
protected DeriveShadowReceiverPass ( |
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pass | ||
return |
public DestroyAllMovableObjectsByType ( string typeName ) : void | ||
typeName | string | |
return | void |
public DestroyAnimation ( string name ) : void | ||
name | string | |
return | void |
public DestroyAnimationState ( string name ) : void | ||
name | string | |
return | void |
public DestroyCamera ( |
||
camera | ||
return | void |
public DestroyMovableObject ( Axiom.Core.MovableObject m ) : void | ||
m | Axiom.Core.MovableObject | |
return | void |
public DestroyMovableObject ( string name, string typeName ) : void | ||
name | string | |
typeName | string | |
return | void |
public DestroySceneNode ( |
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node | A SceneNode | |
return | void |
public DestroySceneNode ( string name ) : void | ||
name | string | |
return | void |
public DestroyStaticGeometry ( |
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geom | ||
return | void |
public DestroyStaticGeometry ( string name ) : void | ||
name | string | |
return | void |
protected EnsureShadowTexturesCreated ( ) : void | ||
return | void |
public EstimateWorldGeometry ( Stream stream ) : int | ||
stream | Stream | Data stream containing data to load |
return | int |
public EstimateWorldGeometry ( Stream stream, string typeName ) : int | ||
stream | Stream | Data stream containing data to load |
typeName | string | Identifies the type of world geometry /// contained in the stream - not required if this manager only /// supports one type of world geometry. |
return | int |
public EstimateWorldGeometry ( string fileName ) : int | ||
fileName | string | Name of the file. |
return | int |
public ExtractAllMovableObjectsByType ( string typeName ) : void | ||
typeName | string | |
return | void |
public ExtractMovableObject ( Axiom.Core.MovableObject m ) : void | ||
m | Axiom.Core.MovableObject | |
return | void |
public ExtractMovableObject ( string name, string typeName ) : void | ||
name | string | |
typeName | string | |
return | void |
protected FindLightsAffectingFrustum ( |
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camera | Camera to find lights within it's view. | |
return | void |
protected FindShadowCastersForLight ( |
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light | ||
camera | ||
return | IList |
public FindVisibleObjects ( |
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camera | ||
onlyShadowCasters | bool | |
return | void |
public GetAnimation ( string name ) : |
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name | string | |
return |
public GetAnimationState ( string name ) : AnimationState | ||
name | string | |
return | AnimationState |
public GetBillboardSet ( string name ) : |
||
name | string | |
return |
public GetManualObject ( string name ) : ManualObject | ||
name | string | /// The name of the object to retrieve. /// |
return | ManualObject |
public GetMaterial ( System.UInt64 handle ) : |
||
handle | System.UInt64 | Handle of the material to retrieve. |
return |
public GetMaterial ( string name ) : |
||
name | string | Name of the material to retrieve. |
return |
public GetMovableObject ( string name, string typeName ) : Axiom.Core.MovableObject | ||
name | string | |
typeName | string | |
return | Axiom.Core.MovableObject |
public GetMovableObjectCollection ( string typeName ) : Axiom.Collections.MovableObjectCollection | ||
typeName | string | |
return | Axiom.Collections.MovableObjectCollection |
public GetMovableText ( string name ) : |
||
name | string | /// The name of the object to retrieve. /// |
return |
public GetOverlay ( string name ) : |
||
name | string | |
return |
public GetRenderQueue ( ) : |
||
return |
public GetRibbonTrail ( string name ) : RibbonTrail | ||
name | string | |
return | RibbonTrail |
public GetSceneNode ( string name ) : |
||
name | string | |
return |
public GetStaticGeometry ( string name ) : |
||
name | string | |
return |
public GetSuggestedViewpoint ( bool random ) : |
||
random | bool | /// If true, and there is more than one possible suggestion, a random one will be used. If false /// the same one will always be suggested. /// |
return |
public HasMovableObject ( string name, string typeName ) : bool | ||
name | string | |
typeName | string | |
return | bool |
public HasStaticGeometry ( string name ) : bool | ||
name | string | |
return | bool |
protected InitShadowVolumeMaterials ( ) : void | ||
return | void |
public InjectMovableObject ( MovableObject m ) : void | ||
m | MovableObject | |
return | void |
public InjectRenderWithPass ( Pass pass, IRenderable rend ) : void | ||
pass | Pass | |
rend | IRenderable | |
return | void |
public InjectRenderWithPass ( Pass pass, IRenderable rend, bool shadowDerivation ) : void | ||
pass | Pass | Material pass to use for setting up this quad. |
rend | IRenderable | Renderable to render |
shadowDerivation | bool | Whether passes should be replaced with shadow caster / receiver passes |
return | void |
public LoadWorldGeometry ( string fileName ) : void | ||
fileName | string | |
return | void |
public ManualRender ( RenderOperation op, Pass pass, Viewport vp, Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projMatrix ) : void | ||
op | RenderOperation | |
pass | Pass | |
vp | Viewport | |
worldMatrix | Matrix4 | |
viewMatrix | Matrix4 | |
projMatrix | Matrix4 | |
return | void |
public ManualRender ( RenderOperation op, Pass pass, Viewport vp, Matrix4 worldMatrix, Matrix4 viewMatrix, Matrix4 projMatrix, bool doBeginEndFrame ) : void | ||
op | RenderOperation | A RenderOperation object describing the rendering op. |
pass | Pass | The Pass to use for this render. |
vp | Viewport | Reference to the viewport to render to. |
worldMatrix | Matrix4 | The transform to apply from object to world space. |
viewMatrix | Matrix4 | The transform to apply from object to view space. |
projMatrix | Matrix4 | The transform to apply from view to screen space. |
doBeginEndFrame | bool | /// If true, BeginFrame() and EndFrame() are called, otherwise not. /// You should leave this as false if you are calling this within the main render loop. /// |
return | void |
protected OnRenderQueueEnded ( RenderQueueGroupID group, string invocation ) : bool | ||
group | RenderQueueGroupID | |
invocation | string | |
return | bool |
protected OnRenderQueueStarted ( RenderQueueGroupID group, string invocation ) : bool | ||
group | RenderQueueGroupID | |
invocation | string | |
return | bool |
public OverrideRootSceneNode ( SceneNode node ) : void | ||
node | SceneNode | |
return | void |
public PopulateLightList ( Vector3 position, float radius, LightList destList ) : void | ||
position | Vector3 | The position at which to evaluate the list of lights |
radius | float | The bounding radius to test |
destList | LightList | List to be populated with ordered set of lights; will be cleared by this method before population. |
return | void |
protected PrepareShadowTextures ( Camera camera, Viewport viewPort ) : void | ||
camera | Camera | |
viewPort | Viewport | |
return | void |
public PrepareWorldGeometry ( Stream stream, string typeName ) : void | ||
stream | Stream | Data stream containing data to load |
typeName | string | String identifying the type of world geometry /// contained in the stream - not required if this manager only /// supports one type of world geometry. /// |
return | void |
public PrepareWorldGeometry ( string filename ) : void | ||
filename | string | |
return | void |
public RekeySceneNode ( string oldName, SceneNode node ) : void | ||
oldName | string | |
node | SceneNode | |
return | void |
public RemoveBillboardSet ( BillboardSet billboardSet ) : void | ||
billboardSet | BillboardSet | Reference to the BillboardSet to remove. |
return | void |
public RemoveBillboardSet ( string name ) : void | ||
name | string | Name of the BillboardSet to remove. |
return | void |
public RemoveCamera ( Camera camera ) : void | ||
camera | Camera | Reference to the camera to remove. |
return | void |
public RemoveCamera ( string name ) : void | ||
name | string | Name of the camera to remove. |
return | void |
public RemoveEntity ( Entity entity ) : void | ||
entity | Entity | Entity to remove from the scene. |
return | void |
public RemoveEntity ( string name ) : void | ||
name | string | Entity to remove from the scene. |
return | void |
public RemoveLight ( Light light ) : void | ||
light | Light | Reference to the light to remove. |
return | void |
public RemoveLight ( string name ) : void | ||
name | string | Name of the light to remove. |
return | void |
public RemoveRibbonTrail ( RibbonTrail ribbonTrail ) : void | ||
ribbonTrail | RibbonTrail | |
return | void |
public RemoveRibbonTrail ( string name ) : void | ||
name | string | |
return | void |
protected RenderAdditiveStencilShadowedQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Render queue group. |
return | void |
protected RenderBasicQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Group containing the objects to render. |
return | void |
protected RenderModulativeStencilShadowedQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Render queue group. |
return | void |
protected RenderModulativeTextureShadowedQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Render queue group. |
return | void |
protected RenderQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Group containing the objects to render. |
return | void |
protected RenderScene ( Camera camera, Viewport viewport, bool showOverlays ) : void | ||
camera | Camera | Pointer to a camera from whose viewpoint the scene is to be rendered. |
viewport | Viewport | The target viewport |
showOverlays | bool | Whether or not any overlay objects should be rendered |
return | void |
protected RenderShadowVolumesToStencil ( Light light, Camera camera ) : void | ||
light | Light | The light source. |
camera | Camera | The camera being viewed from. |
return | void |
protected RenderSingleObject ( IRenderable renderable, Pass pass, bool doLightIteration ) : void | ||
renderable | IRenderable | |
pass | Pass | |
doLightIteration | bool | |
return | void |
protected RenderSingleObject ( IRenderable renderable, Pass pass, bool doLightIteration, LightList manualLightList ) : void | ||
renderable | IRenderable | The renderable to issue to the pipeline. |
pass | Pass | The pass which is being used. |
doLightIteration | bool | If true, this method will issue the renderable to /// the pipeline possibly multiple times, if the pass indicates it should be /// done once per light. |
manualLightList | LightList | Only applicable if 'doLightIteration' is false, this /// method allows you to pass in a previously determined set of lights /// which will be used for a single render of this object. |
return | void |
protected RenderSingleShadowVolumeToStencil ( ShadowRenderable sr, bool zfail, bool stencil2sided, LightList manualLightList, bool isSecondPass ) : void | ||
sr | ShadowRenderable | |
zfail | bool | |
stencil2sided | bool | |
manualLightList | LightList | |
isSecondPass | bool | |
return | void |
protected RenderSolidObjects ( System list, bool doLightIteration ) : void | ||
list | System | |
doLightIteration | bool | |
return | void |
protected RenderSolidObjects ( System list, bool doLightIteration, LightList manualLightList ) : void | ||
list | System | |
doLightIteration | bool | |
manualLightList | LightList | |
return | void |
protected RenderTextureShadowCasterQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Render queue group. |
return | void |
protected RenderTextureShadowReceiverQueueGroupObjects ( RenderQueueGroup group ) : void | ||
group | RenderQueueGroup | Render queue group. |
return | void |
protected RenderTransparentObjects ( List |
||
list | List |
|
doLightIteration | bool | |
return | void |
protected RenderTransparentObjects ( List |
||
list | List |
|
doLightIteration | bool | |
manualLightList | LightList | |
return | void |
protected RenderTransparentShadowCasterObjects ( List |
||
list | List |
|
doLightIteration | bool | |
manualLightList | LightList | |
return | void |
public SetFog ( FogMode mode, ColorEx color, float density ) : void | ||
mode | FogMode | |
color | ColorEx | |
density | float | |
return | void |
public SetFog ( FogMode mode, ColorEx color, float density, float linearStart, float linearEnd ) : void | ||
mode | FogMode | Set up the mode of fog as described in the FogMode /// enum, or set to FogMode.None to turn off. |
color | ColorEx | The color of the fog. Either set this to the same /// as your viewport background color, or to blend in with a skydome or skybox. |
density | float | The density of the fog in Exp or Exp2. /// mode, as a value between 0 and 1. The default is 0.001. |
linearStart | float | Distance in world units at which linear fog starts to /// encroach. Only applicable if mode is |
linearEnd | float | Distance in world units at which linear fog becomes completely /// opaque. Only applicable if mode is |
return | void |
public SetPass ( Pass pass, bool evenIfSuppressed ) : Pass | ||
pass | Pass | |
evenIfSuppressed | bool | |
return | Pass |
public SetPass ( Pass pass, bool evenIfSuppressed, bool shadowDerivation ) : Pass | ||
pass | Pass | The Pass details to set. |
evenIfSuppressed | bool | /// Sets the pass details even if render state /// changes are suppressed; if you are using this to manually set state /// when render state changes are suppressed, you should set this to true. /// |
shadowDerivation | bool | /// If false, disables the derivation of shadow passes from original passes /// |
return | Pass |
public SetShadowTextureSettings ( ushort size, ushort count ) : void | ||
size | ushort | |
count | ushort | |
return | void |
public SetShadowTextureSettings ( ushort size, ushort count, PixelFormat format ) : void | ||
size | ushort | |
count | ushort | |
format | PixelFormat | |
return | void |
protected SetShadowVolumeStencilState ( bool secondPass, bool zfail, bool twoSided ) : void | ||
secondPass | bool | Is this the second pass? |
zfail | bool | Should we be using the zfail method? |
twoSided | bool | Should we use a 2-sided stencil? |
return | void |
public SetSkyBox ( bool enable, string materialName, float distance ) : void | ||
enable | bool | |
materialName | string | |
distance | float | |
return | void |
public SetSkyBox ( bool enable, string materialName, float distance, bool drawFirst, Quaternion orientation, string groupName ) : void | ||
enable | bool | True to enable the skybox, false to disable it |
materialName | string | The name of the material the box will use. |
distance | float | Distance in world coordinates from the camera to each plane of the box. |
drawFirst | bool | /// If true, the box is drawn before all other /// geometry in the scene, without updating the depth buffer. /// This is the safest rendering method since all other objects /// will always appear in front of the sky. However this is not /// the most efficient way if most of the sky is often occluded /// by other objects. If this is the case, you can set this /// parameter to false meaning it draws after all other /// geometry which can be an optimisation - however you must /// ensure that the distance value is large enough that no /// objects will 'poke through' the sky box when it is rendered. /// |
orientation | Quaternion | /// Specifies the orientation of the box. By default the 'top' of the box is deemed to be /// in the +y direction, and the 'front' at the -z direction. /// You can use this parameter to rotate the sky if you want. /// |
groupName | string | |
return | void |
public SetSkyDome ( bool isEnabled, string materialName, float curvature, float tiling ) : void | ||
isEnabled | bool | |
materialName | string | |
curvature | float | |
tiling | float | |
return | void |
public SetSkyDome ( bool isEnabled, string materialName, float curvature, float tiling, float distance, bool drawFirst, Quaternion orientation, string groupName ) : void | ||
isEnabled | bool | |
materialName | string | |
curvature | float | |
tiling | float | |
distance | float | |
drawFirst | bool | |
orientation | Quaternion | |
groupName | string | |
return | void |
public SetSkyPlane ( bool enable, Plane plane, string materialName ) : void | ||
enable | bool | |
plane | Plane | |
materialName | string | |
return | void |
public SetSkyPlane ( bool enable, Plane plane, string materialName, float scale, float tiling, bool drawFirst, float bow, string groupName ) : void | ||
enable | bool | True to enable the plane, false to disable it. |
plane | Plane | Details of the plane, i.e. it's normal and it's distance from the camera. |
materialName | string | The name of the material the plane will use. |
scale | float | The scaling applied to the sky plane - higher values mean a bigger sky plane. |
tiling | float | How many times to tile the texture across the sky. |
drawFirst | bool | /// If true, the plane is drawn before all other geometry in the scene, without updating the depth buffer. /// This is the safest rendering method since all other objects /// will always appear in front of the sky. However this is not /// the most efficient way if most of the sky is often occluded /// by other objects. If this is the case, you can set this /// parameter to false meaning it draws after all other /// geometry which can be an optimisation - however you must /// ensure that the plane.d value is large enough that no objects /// will 'poke through' the sky plane when it is rendered. /// |
bow | float | /// If above zero, the plane will be curved, allowing /// the sky to appear below camera level. Curved sky planes are /// simular to skydomes, but are more compatable with fog. /// |
groupName | string | |
return | void |
protected SetViewport ( Viewport viewport ) : void | ||
viewport | Viewport | |
return | void |
public SetWorldGeometry ( Stream stream ) : void | ||
stream | Stream | |
return | void |
public SetWorldGeometry ( Stream stream, string typeName ) : void | ||
stream | Stream | |
typeName | string | |
return | void |
public SetWorldGeometry ( string filename ) : void | ||
filename | string | |
return | void |
protected UpdateSceneGraph ( Camera camera ) : void | ||
camera | Camera | |
return | void |
protected UseRenderableViewProjection ( IRenderable renderable ) : void | ||
renderable | IRenderable | |
return | void |
protected ValidatePassForRendering ( Pass pass ) : bool | ||
pass | Pass | |
return | bool |
protected ValidateRenderableForRendering ( Pass pass, IRenderable renderable ) : bool | ||
pass | Pass | |
renderable | IRenderable | |
return | bool |
protected dispose ( bool disposeManagedResources ) : void | ||
disposeManagedResources | bool | |
return | void |
protected CompositorChain _activeCompositorChain | ||
return | CompositorChain |
protected AnimationCollection animationList | ||
return | AnimationCollection |
protected AnimationStateSet animationStateList | ||
return | AnimationStateSet |
protected AutoParamDataSource autoParamDataSource | ||
return | AutoParamDataSource |
protected SceneNodeCollection autoTrackingSceneNodes | ||
return | SceneNodeCollection |
protected GpuProgramParameters finiteExtrusionParams | ||
return | GpuProgramParameters |
protected IlluminationRenderStage illuminationStage | ||
return | IlluminationRenderStage |
protected GpuProgramParameters infiniteExtrusionParams | ||
return | GpuProgramParameters |
protected static int lastNumTexUnitsUsed | ||
return | int |
protected bool lastProjectionWasIdentity | ||
return | bool |
protected LightList lightsAffectingFrustum | ||
return | LightList |
protected static LightList localLightList | ||
return | LightList |
protected Dictionary |
||
return | MovableObjectCollection>.Dictionary |
protected SceneNodeCollection sceneNodeList | ||
return | SceneNodeCollection |
protected Dictionary |
||
return | Light>.Dictionary |
protected AxisAlignedBoxRegionSceneQuery shadowCasterAABBQuery | ||
return | AxisAlignedBoxRegionSceneQuery |
protected Pass shadowCasterPlainBlackPass | ||
return | Pass |
protected ShadowCasterSceneQueryListener shadowCasterQueryListener | ||
return | ShadowCasterSceneQueryListener |
protected SphereRegionSceneQuery shadowCasterSphereQuery | ||
return | SphereRegionSceneQuery |
protected float shadowDirLightExtrudeDist | ||
return | float |
protected float shadowFarDistanceSquared | ||
return | float |
protected HardwareIndexBuffer shadowIndexBuffer | ||
return | HardwareIndexBuffer |
protected ShadowTechnique shadowTechnique | ||
return | ShadowTechnique |
protected string shadowTextureCasterMaterial | ||
return | string |
protected GpuProgramParameters shadowTextureCustomCasterFPParams | ||
return | GpuProgramParameters |
protected string shadowTextureCustomCasterFragmentProgram | ||
return | string |
protected Pass shadowTextureCustomCasterPass | ||
return | Pass |
protected GpuProgramParameters shadowTextureCustomCasterVPParams | ||
return | GpuProgramParameters |
protected string shadowTextureCustomCasterVertexProgram | ||
return | string |
protected GpuProgramParameters shadowTextureCustomReceiverFPParams | ||
return | GpuProgramParameters |
protected string shadowTextureCustomReceiverFragmentProgram | ||
return | string |
protected Pass shadowTextureCustomReceiverPass | ||
return | Pass |
protected GpuProgramParameters shadowTextureCustomReceiverVPParams | ||
return | GpuProgramParameters |
protected string shadowTextureCustomReceiverVertexProgram | ||
return | string |
protected PixelFormat shadowTextureFormat | ||
return | PixelFormat |
protected string shadowTextureReceiverMaterial | ||
return | string |
protected bool shadowUseInfiniteFarPlane | ||
return | bool |
protected SpecialCaseRenderQueue specialCaseRenderQueueList | ||
return | SpecialCaseRenderQueue |
protected Dictionary |
||
return | StaticGeometry>.Dictionary |
protected bool suppressRenderStateChanges | ||
return | bool |
protected RenderSystem targetRenderSystem | ||
return | RenderSystem |
protected RenderQueueGroupID worldGeometryRenderQueueId | ||
return | RenderQueueGroupID |