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BindTexture ( idImage image ) : void | ||
ClearTextureUnits ( ) : void | ||
Execute ( Queue |
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Init ( ) : void | ||
Present ( ) : void |
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BeginDrawingView ( ) : void |
Any mirrored or portaled views have already been drawn, so prepare to actually render the visible surfaces for this view.
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BindVariableStageImage ( TextureStage texture, float registers ) : void |
Handles generating a cinematic frame if needed.
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CheckCapabilities ( ) : void | ||
DrawElementsWithCounters ( Surface tri ) : void | ||
DrawMaterialPasses ( DrawSurface surfaces ) : int |
Draw non-light dependent passes.
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DrawView ( ) : void | ||
FillDepthBuffer ( DrawSurface surfaces ) : void |
If we are rendering a subview with a near clip plane, use a second texture to force the alpha test to fail when behind that clip plane.
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FillDepthBufferHandler ( DrawSurface drawSurface ) : void | ||
FinishStageTexturing ( MaterialStage stage, DrawSurface surface, Vertex position ) : void | ||
GetMaterialTextureMatrix ( float materialRegisters, TextureStage textureStage ) : float[] | ||
GetModeInfo ( int &width, int &height, int mode ) : bool | ||
LoadMaterialTextureMatrix ( float materialRegisters, TextureStage textureStage ) : void | ||
PrepareStageTexturing ( MaterialStage stage, DrawSurface surface, Vertex position ) : void | ||
ProcessDrawViewCommand ( DrawViewRenderCommand command ) : void | ||
ProcessSetBufferCommand ( SetBufferRenderCommand cmd ) : void | ||
ProcessSwapBuffersCommand ( SwapBuffersRenderCommand cmd ) : void | ||
RenderDrawSurfaceListWithFunction ( DrawSurface surfaces, RenderHandler handler ) : void |
The triangle functions can check backEnd.currentSpace != surf->space to see if they need to perform any new matrix setup. The modelview matrix will already have been loaded, and backEnd.currentSpace will be updated after the triangle function completes.
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RenderMaterialPasses ( DrawSurface surface ) : void | ||
SetCull ( CullType type ) : void |
This handles the flipping needed when the view being rendered is a mirrored view.
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SetDefaultState ( ) : void |
This should initialize all state that any part of the entire program may touch, including the editor.
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SetProgramEnvironment ( ) : void |
Sets variables that can be used by all vertex programs.
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SetState ( MaterialStates state ) : void |
This routine is responsible for setting the most commonly changed state.
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SetTextureEnvironment ( int env ) : void | ||
SetTextureUnit ( int unit ) : void | ||
ShowImages ( ) : void |
Draw all the images to the screen, on top of whatever was there. This is used to test for texture thrashing.
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UnbindIndex ( ) : void |