Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Define material with support calculation of shadow maps from shadow caster SceneObjects and rendering shadow receiver SceneObjects with shadows.

Namespace: Visual3D.Graphics3D
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public interface IMaterialSupportShadows : IRenderMaterial, 
	IPreparedForUse
Public Interface IMaterialSupportShadows _
	Inherits IRenderMaterial, IPreparedForUse

Members

         
 All Members  Properties   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
BeginPass(Int32, RenderContext)
Applies specific pass of this material to current render states, textures and shaders of render pipeline.
(Inherited from IRenderMaterial.)
EndPass(Int32, RenderContext)
Optionally cleans up render context after rendering given pass of material. Default implementation does nothing.
(Inherited from IRenderMaterial.)
FogDisabled
BaseSkyRendermaterial overrides this, based on EnableFogOnSky.
(Inherited from IRenderMaterial.)
GetNumberOfPasses(RenderContext)
Returns number of passes to render from this material.
(Inherited from IRenderMaterial.)
IsReadyForUse (Inherited from IPreparedForUse.)
IsValid
Returns true if material state is valid (can be used).
(Inherited from IRenderMaterial.)
PrepareForUse()()()() (Inherited from IPreparedForUse.)
ShadowRenderStage
Gets/sets material rendering mode in respect to the current stage of rendering scene shadows.
TransparencyMode
Gets/sets the transparency mode used to render material. Depending on the value of this property, material passes will be rendered prior or after other solid and transparent passes.
(Inherited from IRenderMaterial.)

See Also