C# 클래스 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)
상속: DisposableObject, IRenderable
파일 보기 프로젝트 열기: WolfgangSt/axiom 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
customParams List
dummyLightList LightList
lightCap ShadowRenderable
material Material
renderOperation RenderOperation

공개 메소드들

메소드 설명
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

보호된 메소드들

메소드 설명
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 ); }

메소드 상세

GetCustomParameter() 공개 메소드

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

GetRenderOperationForUpdate() 공개 메소드

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

GetSquaredViewDepth() 공개 메소드

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

GetWorldTransforms() 공개 추상적인 메소드

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

SetCustomParameter() 공개 메소드

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

ShadowRenderable() 보호된 메소드

protected ShadowRenderable ( ) : System
리턴 System

UpdateCustomGpuParameter() 공개 메소드

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

dispose() 보호된 메소드

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.
리턴 void

프로퍼티 상세

customParams 보호되어 있는 프로퍼티

protected List customParams
리턴 List

dummyLightList 보호되어 있는 프로퍼티

protected LightList dummyLightList
리턴 LightList

lightCap 보호되어 있는 프로퍼티

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

material 보호되어 있는 프로퍼티

protected Material,Axiom.Graphics material
리턴 Material

renderOperation 보호되어 있는 프로퍼티

protected RenderOperation,Axiom.Graphics renderOperation
리턴 RenderOperation