Beispiel #1
0
 /// <summary>
 /// Updates this object for the given view.
 /// </summary>
 /// <param name="updateState">Current state of the update pass.</param>
 /// <param name="layerViewSubset">The layer view subset wich called this update method.</param>
 protected override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset)
 {
     //Subscribe to render passes
     if (base.CountRenderPassSubscriptions(layerViewSubset) == 0)
     {
         base.SubscribeToPass(
             RenderPassInfo.PASS_PLAIN_RENDER,
             layerViewSubset, OnRenderPlain);
         base.SubscribeToPass(
             RenderPassInfo.PASS_TRANSPARENT_RENDER,
             layerViewSubset, OnRenderTransparent);
     }
 }
Beispiel #2
0
 /// <summary>
 /// Updates this object for the given view.
 /// </summary>
 /// <param name="updateState">Current state of the update pass.</param>
 /// <param name="layerViewSubset">The layer view subset wich called this update method.</param>
 protected override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset)
 {
     if (base.CountRenderPassSubscriptions(layerViewSubset) == 0)
     {
         base.SubscribeToPass(RenderPassInfo.PASS_LINE_RENDER, layerViewSubset, RenderLines);
     }
 }
 /// <summary>
 /// Updates this object for the given view.
 /// </summary>
 /// <param name="updateState">Current state of the update pass.</param>
 /// <param name="layerViewSubset">The layer view subset wich called this update method.</param>
 /// <exception cref="System.NotImplementedException"></exception>
 protected override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset)
 {
     if (base.CountRenderPassSubscriptions(layerViewSubset) == 0)
     {
         this.SubscribeToPass(
             RenderPassInfo.PASS_2D_OVERLAY,
             layerViewSubset,
             OnRenderOverlay2D);
     }
 }
Beispiel #4
0
 /// <summary>
 /// Updates this object for the given view.
 /// </summary>
 /// <param name="updateState">Current state of the update pass.</param>
 /// <param name="layerViewSubset">The layer view subset which called this update method.</param>
 protected override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset)
 {
     if (this.CountRenderPassSubscriptions(layerViewSubset) <= 0)
     {
         this.SubscribeToPass(RenderPassInfo.PASS_PLAIN_RENDER, layerViewSubset, this.Render);
     }
 }
        /// <summary>
        /// Updates this object for the given view.
        /// </summary>
        /// <param name="updateState">Current state of the update pass.</param>
        /// <param name="layerViewSubset">The layer view subset wich called this update method.</param>
        protected override void UpdateForViewInternal(SceneRelatedUpdateState updateState, ViewRelatedSceneLayerSubset layerViewSubset)
        {
            //Subscribe to render passes
            if ((m_passRelevantValuesChanged) ||
                (base.CountRenderPassSubscriptions(layerViewSubset) == 0))
            {
                //Unsubscribe from all passes first
                base.UnsubsribeFromAllPasses(layerViewSubset);

                //Now subscribe to needed pass
                if (base.Opacity < 1f)
                {
                    base.SubscribeToPass(
                        RenderPassInfo.PASS_TRANSPARENT_RENDER,
                        layerViewSubset, OnRenderTransparent);
                }
                else
                {
                    base.SubscribeToPass(
                        RenderPassInfo.PASS_PLAIN_RENDER,
                        layerViewSubset, OnRenderPlain);
                }

                //Update local flag
                m_passRelevantValuesChanged = false;
            }
        }