프로퍼티 | 타입 | 설명 | |
---|---|---|---|
geometryMat | |||
renderOperation | |||
technique |
메소드 | 설명 | |
---|---|---|
BspGeometry ( ) : System | ||
Dispose ( ) : void | ||
GetCustomParameter ( int index ) : Vector4 |
Gets the custom value associated with this Renderable at the given index.
|
|
GetSquaredViewDepth ( |
Returns the camera-relative squared depth of this renderable. Used to sort transparent objects. Squared depth is used rather than actual depth to avoid having to perform a square root on the result. |
|
GetWorldTransforms ( |
Gets the world transform matrix / matrices for this renderable object. If the object has any derived transforms, these are expected to be up to date as long as all the SceneNode structures have been updated before this is called. This method will populate xform with 1 matrix if it does not use vertex blending. If it does use vertex blending it will fill the passed in pointer with an array of matrices, the length being the value returned from getNumWorldTransforms. |
|
SetCustomParameter ( int index, Vector4 val ) : void |
Sets a custom parameter for this Renderable, which may be used to drive calculations for this specific Renderable, like GPU program parameters. Calling this method simply associates a numeric index with a 4-dimensional value for this specific Renderable. This is most useful if the material which this Renderable uses a vertex or fragment program, and has an AutoConstant.Custom parameter entry. This parameter entry can refer to the index you specify as part of this call, thereby mapping a custom parameter for this renderable to a program parameter. |
|
UpdateCustomGpuParameter ( |
Update a custom GpuProgramParameters constant which is derived from information only this Renderable knows. This method allows a Renderable to map in a custom GPU program parameter based on it's own data. This is represented by a GPU auto parameter of AutoConstantType.Custom, and to allow there to be more than one of these per Renderable, the 'data' field on the auto parameter will identify which parameter is being updated. The implementation of this method must identify the parameter being updated, and call a 'SetConstant' method on the passed in GpuProgramParameters object, using the details provided in the incoming auto constant setting to identify the index at which to set the parameter. |
메소드 | 설명 | |
---|---|---|
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 ); } |
public GetSquaredViewDepth ( |
||
camera | ||
리턴 | float |
public GetWorldTransforms ( |
||
matrices | ||
리턴 | void |
public SetCustomParameter ( int index, Vector4 val ) : void | ||
index | int | /// The index with which to associate the value. Note that this /// does not have to start at 0, and can include gaps. It also has no direct /// correlation with a GPU program parameter index - the mapping between the /// two is performed by the AutoConstant.Custom entry, if that is used. /// |
val | Vector4 | The value to associate. |
리턴 | void |
public UpdateCustomGpuParameter ( |
||
constant | The auto constant entry referring to the parameter being updated. | |
parameters | The parameters object which this method should call to set the updated parameters. | |
리턴 | void |
protected dispose ( bool disposeManagedResources ) : void | ||
disposeManagedResources | bool | True if Unmanaged resources should be released. |
리턴 | void |
protected RenderOperation,Axiom.Graphics renderOperation | ||
리턴 |