Default3DDeferredRenderPass¶
Warning
This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the I3DRenderPass service via dependency injection to access this functionality.
Information documented here may not be up to date.
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class
Default3DDeferredRenderPass
: System.Object, I3DDeferredRenderPass, I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The implementation of T:Protogame.I3DRenderPass which uses deferred rendering.
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readonly bool
IsPostProcessingPass
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readonly bool
SkipWorldRenderBelow
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readonly bool
SkipWorldRenderAbove
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readonly bool
SkipEntityRender
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readonly bool
SkipEngineHookRender
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readonly string
EffectTechniqueName
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System.Nullable<Viewport>
Viewport
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bool
DebugGBuffer
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bool
ClearDepthBuffer
Clear the depth buffer before this render pass starts rendering. This allows you to alpha blend a 3D deferred render pass on top of a 2D render pass, without the 2D render pass interfering with the rendering of 3D objects.
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bool
ClearTarget
Clear the target before this render pass starts rendering. If your scene doesn’t fully cover the scene this should be turned on (unless you want what was previously rendered to remain on screen). This is on by default.
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BlendState
GBufferBlendState
The blend state to use when rendering the final G-buffer onto the backbuffer (or current render target). By default this is opaque, which is probably what you want if the deferred rendering pass is the first in the pipeline. However if you’re rendering 2D content underneath the 3D content, you should set this to something like F:Microsoft.Xna.Framework.Graphics.BlendState.AlphaBlend.
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string
Name
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public void
BeginRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass previousPass, RenderTarget2D postProcessingSource) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- previousPass (Protogame.IRenderPass) –
- postProcessingSource (Microsoft.Xna.Framework.Graphics.RenderTarget2D) –
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public void
EndRenderPass
(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass) Parameters: - gameContext (Protogame.IGameContext) –
- renderContext (Protogame.IRenderContext) –
- nextPass (Protogame.IRenderPass) –
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readonly bool