DefaultCaptureInlinePostProcessingRenderPass

Warning

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

Information documented here may not be up to date.

class DefaultCaptureInlinePostProcessingRenderPass : System.Object, ICaptureInlinePostProcessingRenderPass, IRenderPass

The default implementation of an T:Protogame.ICaptureInlinePostProcessingRenderPass.

readonly bool IsPostProcessingPass
readonly bool SkipWorldRenderBelow
readonly bool SkipWorldRenderAbove
readonly bool SkipEntityRender
readonly bool SkipEngineHookRender
readonly string EffectTechniqueName
string Name
System.Action<IGameContext, IRenderContext, IRenderPass, RenderTarget2D> RenderPipelineStateAvailable
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) –