Ejemplo n.º 1
0
 public RenderEntry(GeometryNode drawNode, EffectApplication material)
 {
     DrawNode   = drawNode;
     SceneDepth = 0.0f;
     Material   = material;
     Transform  = Matrix.Identity;
 }
Ejemplo n.º 2
0
        public void AcceptForRender(GeometryNode drawNode, EffectApplication material)
        {
            RenderEntry newEntry = new RenderEntry(drawNode, material);
            if (material.UseAlphaPass)
            {
                Vector3 homogeneousClipSpacePos = Vector3.Transform(Transform.Top.Translation, VisibilityFrustum.Matrix);
                newEntry.SceneDepth = -homogeneousClipSpacePos.Z; // Negate because we want to sort far-to-near.
            }
            newEntry.Transform = Transform.Top;

            mRenderEntries.Add(newEntry);
        }
Ejemplo n.º 3
0
        public void AcceptForRender(GeometryNode drawNode, EffectApplication material)
        {
            RenderEntry newEntry = new RenderEntry(drawNode, material);

            if (material.UseAlphaPass)
            {
                Vector3 homogeneousClipSpacePos = Vector3.Transform(Transform.Top.Translation, VisibilityFrustum.Matrix);
                newEntry.SceneDepth = -homogeneousClipSpacePos.Z; // Negate because we want to sort far-to-near.
            }
            newEntry.Transform = Transform.Top;

            mRenderEntries.Add(newEntry);
        }