C# Class idTech4.Renderer.RenderEntityComponent

Entities that are expensive to generate, like skeletal models, can be deferred until their bounds are found to be in view, in the frustum of a shadowing light that is in view, or contacted by a trace / overlay test. This is also used to do visual cueing on items in the view The renderView may be NULL if the callback is being issued for a non-view related source. The callback function should clear renderEntity->callback if it doesn't want to be called again next time the entity is referenced (ie, if the callback has now made the entity valid until the next updateEntity)
Mostra file Open project: iainmckay/idtech4.net Class Usage Examples

Public Properties

Property Type Description
AllowSurfaceInViewID int
Axis Matrix
BodyID int
Bounds idBounds
Callback DeferredEntityCallback
CallbackData object
CustomMaterial idMaterial
CustomSkin idTech4.Text.Decl.idDeclSkin
EntityIndex int
ForceUpdate bool
Gui idTech4.UI.idUserInterface[]
Joints idTech4.Geometry.idJointMatrix[]
MaterialParameters float[]
Model idRenderModel
ModelDepthHack float
NoDynamicInteractions bool
NoSelfShadow bool
NoShadow bool
Origin Vector3
ReferenceMaterial idMaterial
SuppressShadowInLightID int
SuppressShadowInViewID int
SuppressSurfaceInViewID int
TimeGroup int
WeaponDepthHack bool
XrayIndex int

Property Details

AllowSurfaceInViewID public_oe property

Draw the model only in this view.
If non-zero, the surface and shadow (if it casts one) will only show up in the specific view, ie: player weapons.
public int AllowSurfaceInViewID
return int

Axis public_oe property

Orientation.
Axis rotation vectors must be unit length for many R_LocalToGlobal functions to work, so don't scale models! Axis vectors are [0] = forward, [1] = left, [2] = up.
public Matrix Axis
return Matrix

BodyID public_oe property

public int BodyID
return int

Bounds public_oe property

Only needs to be set for deferred models and md5s.
public idBounds Bounds
return idBounds

Callback public_oe property

public DeferredEntityCallback Callback
return DeferredEntityCallback

CallbackData public_oe property

public object CallbackData
return object

CustomMaterial public_oe property

Force a specific material.
public idMaterial,idTech4.Renderer CustomMaterial
return idMaterial

CustomSkin public_oe property

Force a specific skin.
public idDeclSkin,idTech4.Text.Decl CustomSkin
return idTech4.Text.Decl.idDeclSkin

EntityIndex public_oe property

public int EntityIndex
return int

ForceUpdate public_oe property

public bool ForceUpdate
return bool

Gui public_oe property

public idUserInterface[],idTech4.UI Gui
return idTech4.UI.idUserInterface[]

Joints public_oe property

public idJointMatrix[],idTech4.Geometry Joints
return idTech4.Geometry.idJointMatrix[]

MaterialParameters public_oe property

Can be used in any way by material or model generation.
public float[] MaterialParameters
return float[]

Model public_oe property

This can only be null if callback is set.
public idRenderModel,idTech4.Renderer Model
return idRenderModel

ModelDepthHack public_oe property

Squash depth range so particle effects don't clip into walls.
public float ModelDepthHack
return float

NoDynamicInteractions public_oe property

Don't create any light / shadow interactions after the level load is completed.
This is a performance hack for the gigantic outdoor meshes in the monorail map, so all the lights in the moving monorail don't touch the meshes
public bool NoDynamicInteractions
return bool

NoSelfShadow public_oe property

Cast shadows onto other objects,but not self.
Overrides surface material flags.
public bool NoSelfShadow
return bool

NoShadow public_oe property

No shadows at all.
Overrides surface material flags.
public bool NoShadow
return bool

Origin public_oe property

Position.
public Vector3 Origin
return Vector3

ReferenceMaterial public_oe property

Used so flares can reference the proper light material.
public idMaterial,idTech4.Renderer ReferenceMaterial
return idMaterial

SuppressShadowInLightID public_oe property

Suppress shadows for the given light.
World models for the player and weapons will not cast shadows from view weapon muzzle flashes.
public int SuppressShadowInLightID
return int

SuppressShadowInViewID public_oe property

Suppress shadows from this entity in the given view.
Player bodies and possibly player shadows should be suppressed in views from that player's eyes, but will show up in mirrors and other subviews.
public int SuppressShadowInViewID
return int

SuppressSurfaceInViewID public_oe property

Suppress the model in the given view.
Security cameras could suppress their model in their subviews if we add a way of specifying a view number for a remoteRenderMap view.
public int SuppressSurfaceInViewID
return int

TimeGroup public_oe property

public int TimeGroup
return int

WeaponDepthHack public_oe property

Squash depth range so view weapons don't poke into walls.
This automatically implies noShadow.
public bool WeaponDepthHack
return bool

XrayIndex public_oe property

public int XrayIndex
return int