Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Implements the rendering of material. Depending on nature of material, actual implementation could either refer to XNA Effect, or use own logic. There are two obligatory methods to be implemented in material of any kind: GetNumberOfPasses and BeginPass.

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

Syntax

      
 C#  Visual Basic 
[SerializableAttribute]
public abstract class RenderMaterial : Asset, 
	IRenderMaterial, IPreparedForUse, ICloneable, IFixedAttributeProvider, IDynamicAttributeProvider, 
	IHyperlinkBehaviorProvider
<SerializableAttribute> _
Public MustInherit Class RenderMaterial _
	Inherits Asset _
	Implements IRenderMaterial, IPreparedForUse, ICloneable, IFixedAttributeProvider,  _
	IDynamicAttributeProvider, IHyperlinkBehaviorProvider

Members

            
 All Members  Properties   Methods   Events  
 Public

 Protected
 Instance

 Static 
 Declared

 Inherited
 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
AssetID (Inherited from Registered.)
AssetInfo (Inherited from Registered.)
AssetOwner
Gets or sets the owner to which this asset belongs and is a member of.
(Inherited from Asset.)
AttachedToOwner(IComponentOwner) (Inherited from EntityComponent.)
BaseAsset (Inherited from Registered.)
BeginPass(Int32, RenderContext)
Applies specific pass of this material to current render states, textures and shaders of render pipeline.
Clone()()()()
Returns exact copy of material
Clone(String)
Returns exact copy of material with new name assigned
ComponentOwner
Owner of this component (contained in it's ".Components" container).
(Inherited from EntityComponent.)
Components
Components that are attached to this Entity.
(Inherited from ComponentBase.)
ComponentsForGlobalSceneFolders (Inherited from ComponentBase.)
Context
Defines the Owner of this component as well as the role (i.e. 'slot') that this component fulfills.
(Inherited from ComponentBase.)
CreateIdentity()()()() (Inherited from Registered.)
CreateIdentityList()()()() (Inherited from Registered.)
CreateInstance(Boolean)
Creates an instance or non-inheriting duplicate of this asset.
(Inherited from Asset.)
CreateService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
DetachedFromOwner(IComponentOwner) (Inherited from EntityComponent.)
Dispose()()()() (Inherited from ComponentBase.)
Disposed (Inherited from ComponentBase.)
EndPass(Int32, RenderContext)
Optionally cleans up render context after rendering given pass of material. Default implementation does nothing.
ErrorMessage
Returns error message in case if IsValid gets false. Materials are responsible for update this property during OnPrepareForUse.
FogDisabled
BaseSkyRendermaterial overrides this, based on EnableFogOnSky.
GetNumberOfPasses(RenderContext)
Returns number of passes to render from this material.
GetService<(Of <<'(TService>)>>)()()()() (Inherited from ComponentBase.)
GetService<(Of <<'(TService>)>>)(TService%) (Inherited from ComponentBase.)
Handle (Inherited from Registered.)
HasComponents (Inherited from ComponentBase.)
HasHandle (Inherited from Registered.)
HasName (Inherited from EntityComponent.)
HasPrototype
Gets if a prototype has been specified to inherit instance data from.
(Inherited from Asset.)
HasScope (Inherited from Registered.)
HasUniqueName
Gets if a UniqueName is specified to identify this asset with respect to its owner's other members.
(Inherited from Registered.)
ID (Inherited from Registered.)
IDChanged (Inherited from Registered.)
Initialize()()()()
Initializes the asset so that it might be prepared for use. By default, PrepareForUse() is called from this method as well.
(Inherited from Asset.)
IsDeserialized
Indicates if Instance was created by Deserialization.
(Inherited from ComponentBase.)
IsDisposed
Indicates if resource has been disposed.
(Inherited from Asset.)
IsDisposing
Indicates if resource is in process of Disposing but not fully disposed.
(Inherited from Asset.)
IsInitialized
Gets if this entity is currently in an initialized (and non-disposed) state.
(Inherited from Asset.)
IsPrototype (Inherited from Asset.)
IsReadyForUse
Gets/sets if asset is ready to be used. Can be set to 'true' in class constructor in order to skip Preparation logic.
(Inherited from Asset.)
IsSaved
Indicates if the component is to be Saved when the owning context is saved (e.g. for components in your scene, this controls whether or not they are saved to the scene file when the scene is saved). Typically objects are 'Saved', unless they are transient to be programmatically created each time.
(Inherited from ComponentBase.)
IsSavedOnCreatingInstance (Inherited from Asset.)
IsValid
Returns true if material is valid. Unless material become ready for use, this property will return false. Actual value will be returned after first PrepareForUse call. Materials are responsible for update IsValid flag during OnPrepareForUse. See also ErrorMessage property for detailed error info.
Name (Inherited from EntityComponent.)
NameID (Inherited from EntityComponent.)
OnMemberwiseClone()()()() (Inherited from ComponentBase.)
OwnerActivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerDeactivated(IComponentOwner) (Inherited from EntityComponent.)
OwnerOf<(Of <<'(TOwner>)>>)()()()() (Inherited from Registered.)
PrepareForUse()()()()
Attempts to prepare asset for use. To be sure, check "IsReadyForUse" after calling this method to ensure it's really ready for use before using it.
(Inherited from Asset.)
Prototype
Gets or sets the prototype, if specified, from which this asset inherits instance data.
(Inherited from Asset.)
Scope (Inherited from Registered.)
SetDynamicAttributes(RuntimeAttributeDictionary)
SetFixedAttributes(RuntimeAttributeDictionary)
SourceFile
Gets/Sets the source file for this program.
(Inherited from Asset.)
StorageModule (Inherited from Registered.)
ToString()()()() (Inherited from ComponentBase.)
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.
UniqueName (Inherited from Registered.)

Inheritance Hierarchy

See Also