/// <summary>
 /// Clears all GeometryBuffers from the specified rendering queue.
 /// </summary>
 /// <param name="queue">
 /// One of the RenderQueueID enumerated values indicating which prioritised
 /// queue is to to be cleared.
 /// </param>
 /// <remarks>
 /// Clearing a rendering queue does not destroy the attached GeometryBuffers,
 /// which remain under thier original ownership.
 /// </remarks>
 public void ClearGeometry(RenderQueueId queue)
 {
     d_queues[queue].Reset();
 }
 /// <summary>
 /// Remove the specified GeometryBuffer from the specified queue.
 /// </summary>
 /// <param name="queue">
 /// One of the RenderQueueID enumerated values indicating which prioritised
 /// queue the GeometryBuffer should be removed from.
 /// </param>
 /// <param name="buffer">
 /// GeometryBuffer object to be removed from the specified rendering queue.
 /// </param>
 public void RemoveGeometryBuffer(RenderQueueId queue, GeometryBuffer buffer)
 {
     d_queues[queue].RemoveGeometryBuffer(buffer);
 }
        // TODO:...
        ////! Destructor for RenderingSurface objects.
        //virtual ~RenderingSurface();

        /// <summary>
        /// Add the specified GeometryBuffers to the specified queue for rendering
        /// when the RenderingSurface is drawn.
        /// </summary>
        /// <param name="queue">
        /// One of the RenderQueueID enumerated values indicating which prioritised
        /// queue the GeometryBuffer should be added to.
        /// </param>
        /// <param name="geometryBuffers">
        /// List of GeometryBuffers to be added to the specified rendering queue.
        /// </param>
        /// <remarks>
        /// The RenderingSurface does not take ownership of the GeometryBuffers, and
        /// does not destroy it when the RenderingSurface geometry is cleared.
        /// Rather, the RenderingSurface is just maintaining a list of things to be
        /// drawn; the actual GeometryBuffers can be re-used by whichever object
        /// does own them, and even changed or updated while still "attached" to
        /// a RenderingSurface.
        /// </remarks>
        public void AddGeometryBuffers(RenderQueueId queue, IEnumerable <GeometryBuffer> geometryBuffers)
        {
            d_queues[queue].AddGeometryBuffers(geometryBuffers);
        }
 /// <summary>
 /// Add the specified GeometryBuffer to the specified queue for rendering
 /// when the RenderingSurface is drawn.
 /// </summary>
 /// <param name="queue">
 /// One of the RenderQueueID enumerated values indicating which prioritised
 /// queue the GeometryBuffer should be added to.
 /// </param>
 /// <param name="buffer">
 /// GeometryBuffer object to be added to the specified rendering queue.
 /// </param>
 /// <remarks>
 /// The RenderingSurface does not take ownership of the <see cref="GeometryBuffer"/>, and
 /// does not destroy it when the RenderingSurface geometry is cleared. Rather, the
 /// RenderingSurface is just maintaining a list of thigs to be  drawn; the actual
 /// GeometryBuffers can be re-used by whichever object \e does own them, and even changed
 /// or updated while still "attached" to a RenderingSurface.
 /// </remarks>
 public void AddGeometryBuffer(RenderQueueId queue, GeometryBuffer buffer)
 {
     d_queues[queue].AddGeometryBuffer(buffer);
 }
Beispiel #5
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 /// <summary>
 /// Constructor for RenderQueueEventArgs objects.
 /// </summary>
 /// <param name="renderQueueId">
 /// RenderQueueId value indicating the queue that the event is being
 /// generated for.
 /// </param>
 public RenderQueueEventArgs(RenderQueueId renderQueueId)
 {
     RenderQueueId = renderQueueId;
 }