DefaultCaptureCopyPostProcessingRenderPass

Warning

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

Information documented here may not be up to date.

class DefaultCaptureCopyPostProcessingRenderPass : System.Object, ICaptureCopyPostProcessingRenderPass, IRenderPass

The default implementation of an T:Protogame.ICaptureCopyPostProcessingRenderPass.

readonly bool IsPostProcessingPass
readonly bool SkipWorldRenderBelow
readonly bool SkipWorldRenderAbove
readonly bool SkipEntityRender
readonly bool SkipEngineHookRender
readonly string EffectTechniqueName
string Name
readonly RenderTarget2D CapturedRenderTarget
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) –