private static void RenderQueueStarted(object sender, SceneManager.BeginRenderQueueEventArgs e) { e.SkipInvocation = false; // shut up compiler if (!AfterQueue && (byte)e.RenderQueueId == (byte)TargetQueue) { Render(); } }
///<summary> /// <see>RenderQueueListener.RenderQueueStarted</see> ///</summary> public void OnRenderQueueStarted(object sender, SceneManager.BeginRenderQueueEventArgs e) { // Skip when not matching viewport // shadows update is nested within main viewport update if (this.sceneManager.CurrentViewport != this.viewport) { return; } FlushUpTo(e.RenderQueueId); // If noone wants to render this queue, skip it // Don't skip the OVERLAY queue because that's handled seperately if (!this.operation.RenderQueues[(int)e.RenderQueueId] && e.RenderQueueId != RenderQueueGroupID.Overlay) { e.SkipInvocation = true; } }