메소드 | 설명 | |
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AddPostProcessingStep ( PostProcessingStep step ) : void | ||
CreateCamera ( int cameraMask = 1 ) : Camera | ||
CreateDirectionalLight ( Vector3 direction ) : Light | ||
CreateDrawableElement ( bool initializing, int cameraMask = 1 ) : DrawableElement | ||
Draw ( ) : void | ||
ForwardSceneRenderer ( GameContext context, SceneEffect effect, RenderSettings settings ) : Microsoft.Xna.Framework | ||
LateDebugDraw3D ( ) : void | ||
OnViewSizeChanged ( |
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RemoveDrawableElement ( DrawableElement element ) : void |
메소드 | 설명 | |
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DoPostProcessing ( ) : void | ||
DrawDebugShadowMap ( |
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DrawSceneForCamera ( Camera camera ) : void | ||
DrawShadowCastersToDepthmap ( Light light, Camera camera ) : void | ||
GetShadowCasterSceneNodes ( ) : IList |
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GetShadowCasterSceneNodesTransparent ( ) : IList |
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GetSolidObjects ( ) : IList |
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GetTransparentObjects ( ) : IList |
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HandleCameraClearOrSkyPass ( Camera camera ) : void | ||
HandleEffectTransparentObjects ( Data material ) : void | ||
HandleShadowCasterObjects ( Data material ) : void | ||
HandleSolidObjects ( Data material ) : void | ||
OnEndInitializing ( DrawableElement element ) : void | ||
PreparePostProcessing ( ) : void | ||
UpdateNodeLists ( ) : void |
public AddPostProcessingStep ( PostProcessingStep step ) : void | ||
step | PostProcessingStep | |
리턴 | void |
public CreateDirectionalLight ( Vector3 direction ) : Light | ||
direction | Vector3 | |
리턴 | Light |
public CreateDrawableElement ( bool initializing, int cameraMask = 1 ) : DrawableElement | ||
initializing | bool | |
cameraMask | int | |
리턴 | DrawableElement |
public ForwardSceneRenderer ( GameContext context, SceneEffect effect, RenderSettings settings ) : Microsoft.Xna.Framework | ||
context | GameContext | |
effect | SceneEffect | |
settings | RenderSettings | |
리턴 | Microsoft.Xna.Framework |
public OnViewSizeChanged ( |
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oldSize | ||
newSize | ||
리턴 | void |
public RemoveDrawableElement ( DrawableElement element ) : void | ||
element | DrawableElement | |
리턴 | void |