Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Shader used to render ForcedLowQualityMaterial.

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

Syntax

      
 C#  Visual Basic 
public class ForcedLowQualityShader : Shader
Public Class ForcedLowQualityShader _
	Inherits Shader

Members

               
 All Members  Constructors   Fields   Properties   Methods  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
ForcedLowQualityShader()()()()
Initializes a new instance of the ForcedLowQualityShader class
AvoidDynamicFlowControlPS
When overriden in inherited class, tells shader compiler to not use dynamic branching in pixel shaders - this will slightly decrease shader compilation time but will also increase instruction count.
(Inherited from Shader.)
CheckCompileIsDone()()()()
Checks if the shader is compiled and up-to-date.
(Inherited from Shader.)
Clone()()()()
Returns exact copy of Shader.
(Inherited from Shader.)
Compile(Boolean)
Schedule compilation of this shader in its current state. Optionally waits until compilation is done. Actual compilation is going to be performed in another thread when compiler queue becomes empty.
(Inherited from Shader.)
Compile(Boolean, HashSet<(Of <<'(ShaderCacheKey>)>>))
Schedule compilation of this shader in its current state. Optionally waits until compilation is done. Actual compilation is going to be performed in another thread when compiler queue becomes empty.
(Inherited from Shader.)
CompileBeforeOtherShaders
If set to true, this shader will be put on top of compiler queue, otherwise at bottom.
(Inherited from Shader.)
CompileInSyncMode
Gets/sets flag indicate that shader should be compiled in synchronous mode, and SetToDevice should wait until compilation is complete. Default is false (async. compile mode)
(Inherited from Shader.)
declare(array<IVariable>[]()[][])
Calls Declare for each IOperand, making sure each of them is declared and initialized in HLSL code.
(Inherited from Shader.)
DeviceShader
Returns DeviceShader object currently in use.
(Inherited from Shader.)
Dispose()()()()
Disposes shader instance.
(Inherited from Shader.)
GetActiveGroups(ICollection<(Of <<'(String>)>>)) (Inherited from Shader.)
GetExtensions()()()()
Returns enumerable collection of shader extensions.
(Inherited from Shader.)
GetPermutationValueAccessors(Boolean) (Inherited from Shader.)
Invalidate()()()()
Call this method in case if critical variable has been changed, and shader must reflect these changes - track control points and compile new DeviceShader if new pattern of control points is now in use.
(Inherited from Shader.)
IsDevelopmentStage
Gets/sets flag indicate that shader is currently in development stage. In this case, caching will not be used for this particular shader. Existing cache will not be affected.
(Inherited from Shader.)
IsExtension (Inherited from Shader.)
IsScheduledForCompilation
Returns true, if shader requires or currently performs compilation.
(Inherited from Shader.)
lightDirection
LoadCachedShaders()()()()
Loads the shader from cache file if necessary.
(Inherited from Shader.)
MinPixelShaderProfile
When overriden in inherited class, tells engine to use this profile as minimally allowed (not less). Default is PS_1_1.
(Inherited from Shader.)
MinVertexShaderProfile
When overriden in inherited class, tells engine to use this profile as minimally allowed (not less). Default is VS_1_1.
(Inherited from Shader.)
Name
Gets/sets the name of shader.
(Inherited from Shader.)
non_inlined_call<(Of <<'(T>)>>)(String, array<IOperand>[]()[][])
Invoke given method without inlining it's code.
(Inherited from Shader.)
NumOfCachedPermutations
Returns the total number of permutations of this shader found in the shader cache.
(Inherited from Shader.)
PreloadTextures()()()()
Preloads all textures bound to texture samplers.
(Inherited from Shader.)
RootShader
Returns reference to the root shader in the hierarchy. If there is no parent shader, returns null. Valid ONLY during code generation stage, so you may use it only from #SL code.
(Inherited from Shader.)
SetToDevice(RenderContext)
Assigns this shader to the graphics device by setting vertex/pixel shaders, binding constants and sampler states. Returns true if shader is compiled and succesfully set to device, otherwise returns false.
(Inherited from Shader.)
ToString()()()() (Inherited from Shader.)
UpdateCacheKey()()()() (Inherited from Shader.)
VersionNumber
Returns a numeric version of this shader. Used to identify cached shaders. Default is 1.
(Inherited from Shader.)
worldViewProjMatrix

Inheritance Hierarchy

System..::..Object
  Visual3D.Graphics3D.Shaders.SharpSL..::..Shader
    Visual3D.Graphics3D.MaterialRendering..::..ForcedLowQualityShader

See Also