Default3DForwardRenderPass

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.

class Default3DForwardRenderPass : System.Object, I3DForwardRenderPass, I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport

The implementation of T:Protogame.I3DRenderPass which uses forward rendering.

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

Clear the depth buffer before this render pass starts rendering. This allows you to alpha blend a 3D forward render pass on top of a 2D render pass, without the 2D render pass interfering with the rendering of 3D objects.

bool ClearDepthBufferAtEnd
BlendState BlendState
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) –