Property | Type | Description | |
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_GPUDeviceNameRules | List |
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_GPUVendorRules | List |
Method | Description | |
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ApplyTextureAliases ( string>.Dictionary |
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Clone ( |
Clones this Technique.
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CompileIlluminationPasses ( ) : void |
Internal method for splitting the passes into illumination passes.
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CopyTo ( |
Copy the details of this Technique to another.
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CreatePass ( ) : |
Creates a new Pass for this technique. A Pass is a single rendering pass, ie a single draw of the given material. Note that if you create a non-programmable pass, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For programmable passes, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for. |
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GetIlluminationPass ( int index ) : |
Retreives the IlluminationPass at the specified index.
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GetPass ( int index ) : |
Retreives the Pass at the specified index.
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GetPass ( string passName ) : |
Retreives the Pass by name.
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Load ( ) : void |
Loads resources required by this Technique.
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Preload ( ) : void |
Preloads resources required by this Technique. This is the portion that is safe to do from a thread other than the main render thread.
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RemoveAllPasses ( ) : void |
Removes all passes from this technique and queues them for deletion.
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RemovePass ( |
Removes the specified Pass from this Technique.
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SetFog ( bool overrideScene ) : void | ||
SetFog ( bool overrideScene, FogMode mode, |
Sets the fogging mode applied to each pass. This property actually exists on the Pass class. For simplicity, this method allows you to set these properties for every current Pass within this Technique. If you need more precision, retrieve the Pass instance and set the property there. |
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SetSceneBlending ( SceneBlendFactor src, SceneBlendFactor dest ) : void | ||
SetSceneBlending ( SceneBlendType blendType ) : void | ||
SetShadowCasterMaterial ( string name ) : void | ||
SetShadowReceiverMaterial ( string name ) : void | ||
Technique ( |
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Unload ( ) : void |
Unloads resources used by this Technique.
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Method | Description | |
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ClearIlluminationPasses ( ) : void |
Internal method for clearing the illumination pass list.
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Method | Description | |
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AddGPUDeviceNameRule ( GPUDeviceNameRule rule ) : void |
Add a rule which manually influences the support for this technique based on a pattern that matches a GPU device name (e.g. '*8800*'). You can use this facility to manually control whether a technique is considered supported, based on a GPU device name pattern. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. The pattern you supply can include wildcard characters ('*') if you only want to match part of the device name. Note that any rule for the same device pattern will be removed before adding this one. |
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AddGPUVenderRule ( GPUVendorRule rule ) : void |
Add a rule which manually influences the support for this technique based on a GPU vendor. You can use this facility to manually control whether a technique is considered supported, based on a GPU vendor. You can add inclusive or exclusive rules, and you can add as many of each as you like. If at least one inclusive rule is added, a technique is considered unsupported if it does not match any of those inclusive rules. If exclusive rules are added, the technique is considered unsupported if it matches any of those inclusive rules. Note that any rule for the same vendor will be removed before adding this one. /// |
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Compile ( bool autoManageTextureUnits ) : String |
Compilation method for Techniques. See Axiom.Graphics.Material
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NotifyNeedsRecompile ( ) : void |
Forces this Technique to recompile. The parent Material is asked to recompile to accomplish this. |
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RemoveGPUDeviceNameRule ( GPUDeviceNameRule rule ) : void |
Removes a matching device name rule.
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RemoveGPUVendorRule ( GPUVendorRule rule ) : void |
Removes a matching vendor rule.
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public ApplyTextureAliases ( string>.Dictionary |
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aliasList | string>.Dictionary | |
apply | bool | |
return | bool |
public Clone ( |
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parent | Material that will own this technique. | |
return |
public GetIlluminationPass ( int index ) : |
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index | int | Index of the IlluminationPass to retreive. |
return |
public GetPass ( int index ) : |
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index | int | Index of the Pass to retreive. |
return |
public GetPass ( string passName ) : |
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passName | string | Name of the Pass to retreive. |
return |
public RemovePass ( |
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pass | A reference to the Pass to be removed. | |
return | void |
public SetFog ( bool overrideScene, FogMode mode, |
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overrideScene | bool | |
mode | FogMode | |
color | ||
expDensity | Real | |
linearStart | Real | |
linearEnd | Real | |
return | void |
public SetSceneBlending ( SceneBlendFactor src, SceneBlendFactor dest ) : void | ||
src | SceneBlendFactor | |
dest | SceneBlendFactor | |
return | void |
public SetSceneBlending ( SceneBlendType blendType ) : void | ||
blendType | SceneBlendType | |
return | void |
public SetShadowCasterMaterial ( string name ) : void | ||
name | string | |
return | void |
public SetShadowReceiverMaterial ( string name ) : void | ||
name | string | |
return | void |
public Technique ( |
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parent | ||
return | System |