GetPass() public method

Retreives the Pass at the specified index.
public GetPass ( int index ) : Pass
index int Index of the Pass to retreive.
return Pass
Ejemplo n.º 1
0
        /// <summary>
        ///		Internal method for adding a solid renderable
        /// </summary>
        /// <param name="technique">Technique to use for this renderable.</param>
        /// <param name="renderable">Renderable to add to the queue.</param>
        /// <param name="noShadows">True to add to the no shadow group, false otherwise.</param>
        protected void AddSolidRenderable(Technique technique, IRenderable renderable, bool noShadows)
        {
            SortedList passMap = null;

            if (noShadows)
            {
                passMap = this.solidPassesNoShadow;
            }
            else
            {
                passMap = this.solidPasses;
            }

            for (var i = 0; i < technique.PassCount; i++)
            {
                var pass = technique.GetPass(i);

                if (passMap[pass] == null)
                {
                    // add a new list to hold renderables for this pass
                    passMap.Add(pass, new RenderableList());
                }

                // add to solid list for this pass
                var solidList = (RenderableList)passMap[pass];

                solidList.Add(renderable);
            }
        }
Ejemplo n.º 2
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 /// <summary>
 ///		Internal method for adding a transparent renderable.
 /// </summary>
 /// <param name="technique">Technique to use for this renderable.</param>
 /// <param name="renderable">Renderable to add to the queue.</param>
 protected void AddTransparentRenderable(Technique technique, IRenderable renderable)
 {
     for (var i = 0; i < technique.PassCount; i++)
     {
         // add to transparent list
         this.transparentPasses.Add(new RenderablePass(renderable, technique.GetPass(i)));
     }
 }
 /// <summary>
 ///		Internal method for adding a transparent renderable.
 /// </summary>
 /// <param name="technique">Technique to use for this renderable.</param>
 /// <param name="renderable">Renderable to add to the queue.</param>
 protected void AddTransparentRenderable(Technique technique, IRenderable renderable)
 {
     for (int i = 0; i < technique.NumPasses; i++)
     {
         // add to transparent list
         transparentPasses.Add(new RenderablePass(renderable, technique.GetPass(i)));
     }
 }
Ejemplo n.º 4
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 public override void Execute(SceneManager sm, RenderSystem rs)
 {
     // Fire listener
     instance.FireNotifyMaterialRender(pass_id, mat);
     // Queue passes from mat
     for (int i = 0; i < technique.NumPasses; i++)
     {
         Pass pass = technique.GetPass(i);
         sm.InjectRenderWithPass(pass,
                                 CompositorManager.Instance.GetTexturedRectangle2D(),
                                 false                                         // don't allow replacement of shadow passes
                                 );
     }
 }
 /// <summary>
 ///		Internal method for adding a transparent renderable.
 /// </summary>
 /// <param name="technique">Technique to use for this renderable.</param>
 /// <param name="renderable">Renderable to add to the queue.</param>
 protected void AddTransparentRenderable(Technique technique, IRenderable renderable)
 {
     for(int i = 0; i < technique.NumPasses; i++)
     {
         // add to transparent list
         transparentPasses.Add(new RenderablePass(renderable, technique.GetPass(i)));
     }
 }
        /// <summary>
        ///		Internal method for adding a solid renderable
        /// </summary>
        /// <param name="technique">Technique to use for this renderable.</param>
        /// <param name="renderable">Renderable to add to the queue.</param>
        /// <param name="noShadows">True to add to the no shadow group, false otherwise.</param>
        protected void AddSolidRenderable(Technique technique, IRenderable renderable, bool noShadows)
        {
            SortedList passMap = null;

            if(noShadows)
            {
                passMap = solidPassesNoShadow;
            }
            else
            {
                passMap = solidPasses;
            }

            for(int i = 0; i < technique.NumPasses; i++)
            {
                Pass pass = technique.GetPass(i);

                if(passMap[pass] == null)
                {
                    // add a new list to hold renderables for this pass
                    passMap.Add(pass, new RenderableList());
                }

                // add to solid list for this pass
                RenderableList solidList = (RenderableList)passMap[pass];

                solidList.Add(renderable);
            }
        }