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.
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class
Default3DForwardRenderPass
: System.Object, I3DForwardRenderPass, I3DBatchedRenderPass, I3DRenderPass, IRenderPass, Protogame.IRenderPassWithViewport The implementation of T:Protogame.I3DRenderPass which uses forward 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
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.
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bool
ClearDepthBufferAtEnd
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BlendState
BlendState
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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