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)
Class defining a single pass of a Technique (of a Material), ie
a single rendering call.
Namespace: Visual3D.Graphics3DAssembly: Visual3D.Engine (in Visual3D.Engine.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax
| C# | Visual Basic |
public class OgreRenderPass : RenderPass
Public Class OgreRenderPass _ Inherits RenderPass
Members
| All Members | Constructors | Properties | Methods |
| Member | Description | |
|---|---|---|
| OgreRenderPass()()()() | Initializes a new instance of the OgreRenderPass class | |
| OgreRenderPass(OgreRenderTechnique) | Default constructor. | |
| AddTextureUnitState(TextureReference) |
Adds the passed in TextureUnitState, to the existing Pass.
| |
| AlphaBlendEnable | (Inherited from RenderPass.) | |
| AlphaRejectFunction | Alpha reject function. See SetAlphaRejectSettings(CompareFunction, Byte). (Inherited from RenderPass.) | |
| AlphaRejectValue | Alpha reject value. See SetAlphaRejectSettings(CompareFunction, Byte). (Inherited from RenderPass.) | |
| AmbientColor | Sets the ambient color reflectance properties of this pass. | |
| BeginPass(RenderContext) | (Overrides RenderPass..::..BeginPass(RenderContext).) | |
| Clone(OgreRenderTechnique) | Method for cloning a Pass object. | |
| ColorWriteChannels |
Gets/sets mask of channels (red/green/blue/alpha) used while rendering of this pass.
Default is ColorWriteChannels.All
(Inherited from RenderPass.) | |
| CreateTextureUnitState()()()() | ||
| CreateTextureUnitState(String) | ||
| CreateTextureUnitState(String, Int32) | Inserts a new TextureUnitState object into the Pass,
on top of all previous texture units. | |
| CullMode |
Sets the culling mode for this pass based on the 'vertex winding'.
(Inherited from RenderPass.) | |
| DepthBias | Sets the depth bias to be used for this Pass. (Inherited from RenderPass.) | |
| DepthFunction | Gets/Sets function used to compare depth values when depth checking is on. (Inherited from RenderPass.) | |
| DestBlendFactor | Retrieves destination blending factor for the material (as set using SetSceneBlending). (Inherited from RenderPass.) | |
| DiffuseColor | Sets the diffuse color reflectance properties of this pass. | |
| EmissiveColor | ||
| EndPass(RenderContext) | (Inherited from RenderPass.) | |
| FogColorOverride | Gets/Sets the fog color for the scene. NOTE: Only valid if FogOverride is true. (Inherited from RenderPass.) | |
| FogDensityOverride | Gets/Sets the fog density for this pass. NOTE: Only valid if FogOverride is true. (Inherited from RenderPass.) | |
| FogEndOverride | Gets/Sets the fog end distance for this pass. NOTE: Only valid if FogOverride is true. (Inherited from RenderPass.) | |
| FogModeOverride | Gets/Sets the fog mode for this pass. NOTE: Only valid if FogOverride is true. (Inherited from RenderPass.) | |
| FogStartOverride | (Inherited from RenderPass.) | |
| FogTechniqueOverride | Gets/Sets the fog technique for this pass. NOTE: Only valid if FogOverride is true. (Inherited from RenderPass.) | |
| ForceOwnFillMode | If set to true, RenderMode will be forcibly applied regardless
of current Camera fill mode (wireframe etc). Default is false. (Inherited from RenderPass.) | |
| FragmentParameters | Gets/Sets the fragment program parameters used by this pass. | |
| FragmentProgramName | Gets/Sets the name of the fragment program to use. | |
| GetTextureUnitState(Int32) | Gets reference to the TextureUnitState for this pass at specified indx. | |
| HasFragmentProgram | Is True if this Pass uses the programmable fragment pipeline. | |
| HasVertexProgram | Is True if this Pass uses the programmable vertex pipeline. | |
| IsAmbientOnly | Gets a flag indicating whether this pass is ambient only. | |
| IsDepthOnlyPass |
Sets whether or not color buffer writing is disabled for this Pass (depth-only pass).
(Inherited from RenderPass.) | |
| IsFogOverriden | Gets/Sets flag indicate that this pass is to override the scene fog settings. (Inherited from RenderPass.) | |
| IsLightingEnabled | Sets whether or not dynamic lighting is enabled. | |
| IsLoaded | Returns true if this pass is loaded. | |
| IsProgrammable | Is true if this pass is programmable (has either vertex or fragment program). | |
| Load()()()() | Internal method for loading this pass. | |
| MaxLights | Sets the maximum number of lights to be used by this pass. | |
| NumTextureUnitStages | Gets number of fixed function texture unit states for this Pass. | |
| OnlyLightType |
Gets the single light type this pass runs for if RunOncePerLight and
RunOnlyForOneLightType are both true.
| |
| ParentTechnique | Gets a reference to the Technique that owns this pass. | |
| PixelShader | Gets the vertex program used by this pass. NOTE: Only available after Load() has been called. | |
| PointSpriteEnable | Gets/sets flag indicate whether point sprites are being drawn with texture.
In case if this flag is set to false and PrimitiveType.Point is being rendered, each
point sprite is filled by flat color. (Inherited from RenderPass.) | |
| PointSpriteSize | Size of point sprites. (Inherited from RenderPass.) | |
| ReferenceStencil | Specifies a reference value to use for the stencil test. The default is 0. (Inherited from RenderPass.) | |
| RemoveAllTextureUnitStates()()()() | Removes all texture unit settings from this pass. | |
| RemoveTextureUnitState(Int32) | Removes the specified TextureUnitState from this pass. | |
| RemoveTextureUnitState(TextureReference) | Removes the specified TextureUnitState from this pass. | |
| RenderMode | Optional override of wireframe/solid render mode. (Inherited from RenderPass.) | |
| ResetRenderStates()()()() | Resets render state values to their defaults. (Inherited from RenderPass.) | |
| RunOncePerLight | Does this pass run once for every light in range? | |
| RunOnlyOncePerLightType | Does pass run only for a single light type (if RunOncePerLight is true). | |
| SetAlphaRejectSettings(CompareFunction, Byte) | Sets way the pass will use alpha to totally reject pixels from the pipeline. (Inherited from RenderPass.) | |
| SetFog(Boolean) | (Inherited from RenderPass.) | |
| SetFog(Boolean, FogMode) | (Inherited from RenderPass.) | |
| SetFog(Boolean, FogMode, VColor) | (Inherited from RenderPass.) | |
| SetFog(Boolean, FogMode, VColor, Single) | (Inherited from RenderPass.) | |
| SetFog(Boolean, FogMode, VColor, Single, Single, Single) | Sets the fogging mode applied to this pass. (Inherited from RenderPass.) | |
| SetFogOverride(Boolean) | (Inherited from RenderPass.) | |
| SetFragmentProgram(String) | ||
| SetFragmentProgram(String, Boolean) | ||
| SetRunOncePerLight(Boolean) | ||
| SetRunOncePerLight(Boolean, Boolean) | ||
| SetRunOncePerLight(Boolean, Boolean, LightType) |
Sets whether or not this pass should be run once per light which
can affect the object being rendered.
| |
| SetSceneBlending(SceneBlendType) | Sets the kind of blending this pass has with the existing contents of the scene. (Inherited from RenderPass.) | |
| SetSceneBlending(Blend, Blend) |
Allows very fine control of blending this Pass with the existing contents of the scene.
(Inherited from RenderPass.) | |
| SetVertexProgram(String) | ||
| SetVertexProgram(String, Boolean) | ||
| ShadingMode | Sets the type of light shading required.
NOTE: The default shading method is Gouraud shading. (Inherited from RenderPass.) | |
| Shininess | Sets shininess of pass, affecting the size of specular highlights. | |
| SourceBlendFactor | Retrieves the source blending factor for the material (as set using SetSceneBlending). (Inherited from RenderPass.) | |
| SpecularColor | Sets the specular color reflectance properties of this pass. | |
| StencilDepthBufferFail | Gets or sets the stencil operation to perform if the stencil test passes
and the depth-test fails. The default is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilDepthBufferFailCCW | Gets or sets the stencil operation to perform if the stencil test passes
and the depth-buffer test fails for a counterclockwise triangle. The default
is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilEnable | Gets or sets stencil enabling. The default is false. (Inherited from RenderPass.) | |
| StencilFail | Gets or sets the stencil operation to perform if the stencil test fails.
The default is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilFailCCW | Gets or sets the stencil operation to perform if the stencil test fails for
a counterclockwise triangle. The default is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilFunction | Gets or sets the comparison function for the stencil test. The default is
CompareFunction.Always. (Inherited from RenderPass.) | |
| StencilFunctionCCW | Gets or sets the comparison function to use for counterclockwise stencil
tests. The default is CompareFunction.Always. (Inherited from RenderPass.) | |
| StencilMask | Gets or sets the mask applied to the reference value and each stencil buffer
entry to determine the significant bits for the stencil test. The default
mask is Int32.MaxValue. (Inherited from RenderPass.) | |
| StencilPass | Gets or sets the stencil operation to perform if the stencil test passes.
The default is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilPassCCW | Gets or sets the stencil operation to perform if the stencil and z-tests
pass for a counterclockwise triangle. The default is StencilOperation.Keep. (Inherited from RenderPass.) | |
| StencilWriteMask | Gets or sets the write mask applied to values written into the stencil buffer.
The default mask is Int32.MaxValue. (Inherited from RenderPass.) | |
| TextureAnisotropy | Sets the anisotropy level to be used for all textures. | |
| TextureFiltering | Set texture filtering for every texture unit. | |
| TextureUnits |
Returns list of texture units (for easy access, rather than
NumTextureUnitStates and GetTextureUnitState).
| |
| ToString()()()() | (Overrides Object..::..ToString()()()().) | |
| TransparencyMode |
Simplified version of SetSceneBlending method, with limited set of
predefined blending modes. Able to return one of TransparencyMode enum values,
based on current combination of source/dest blend modes. Returns Opaque mode for
any unrecognized source/dest blending.
(Inherited from RenderPass.) | |
| TwoSidedStencil | Enables or disables two-sided stenciling. The default is false. (Inherited from RenderPass.) | |
| UseDepthCheck | Gets/Sets if pass renders with depth-buffer checking on or not. (Inherited from RenderPass.) | |
| UseDepthWrite | Gets/Sets if pass renders with depth-buffer writing on or not. (Inherited from RenderPass.) | |
| UVW2TextureColor |
Gets/sets color amplification for UVW2 texture (detail, lightmap etc).
| |
| VertexParameters | Gets/Sets the vertex program parameters used by this pass. | |
| VertexProgramName | Gets/Sets the name of the vertex program to use. | |
| VertexShader | Gets the vertex program used by this pass.
NOTE: Only available after Load() has been called. |
Remarks
Rendering can be repeated with many passes for more complex effects.
Each pass is either a fixed-function pass (meaning it does not use
a vertex or fragment program) or a programmable pass (meaning it does
use either a vertex or a fragment program, or both).
Programmable passes are complex to define, because they require custom
programs and you have to set all constant inputs to the programs (like
the position of lights, any base material colors you wish to use etc), but
they do give you much total flexibility over the algorithms used to render your
pass, and you can create some effects which are impossible with a fixed-function pass.
On the other hand, you can define a fixed-function pass in very little time, and
you can use a range of fixed-function effects like environment mapping very
easily, plus your pass will be more likely to be compatible with older hardware.
There are pros and cons to both, just remember that if you use a programmable
pass to create some great effects, allow more time for definition and testing.
Inheritance Hierarchy
System..::..Object
Visual3D.Graphics3D.MaterialRendering..::..RenderPass
Visual3D.Graphics3D..::..OgreRenderPass
Visual3D.Graphics3D.MaterialRendering..::..RenderPass
Visual3D.Graphics3D..::..OgreRenderPass