Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Define material with support calculation of shadow maps from shadow caster SceneObjects
and rendering shadow receiver SceneObjects with shadows.
Namespace: Visual3D.Graphics3DAssembly: 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 |
| Member | Description | |
|---|---|---|
| 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.) |