DefaultBlurPostProcessingRenderPass

Warning

This documentation is for an implementation of a service. This class is not meant to be used directly; instead use the IBlurPostProcessingRenderPass service via dependency injection to access this functionality.

Information documented here may not be up to date.

class DefaultBlurPostProcessingRenderPass : System.Object, IBlurPostProcessingRenderPass, IRenderPass, Protogame.IRenderPassWithViewport

The default implementation of an T:Protogame.IBlurPostProcessingRenderPass.

readonly bool IsPostProcessingPass
readonly bool SkipWorldRenderBelow
readonly bool SkipWorldRenderAbove
readonly bool SkipEntityRender
readonly bool SkipEngineHookRender
readonly string EffectTechniqueName
System.Nullable<Viewport> Viewport
int Iterations

Gets or sets the number of blur iterations to apply.

string Name
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) –
public void EndRenderPass(IGameContext gameContext, IRenderContext renderContext, IRenderPass nextPass)
Parameters:
  • gameContext (Protogame.IGameContext) –
  • renderContext (Protogame.IRenderContext) –
  • nextPass (Protogame.IRenderPass) –