/// <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); } }
/// <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); } }
/// <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; } }