public void merge(RenderPriorityGroup rhs) { OgrePINVOKE.RenderPriorityGroup_merge(swigCPtr, RenderPriorityGroup.getCPtr(rhs)); if (OgrePINVOKE.SWIGPendingException.Pending) { throw OgrePINVOKE.SWIGPendingException.Retrieve(); } }
/// <summary> /// Render a group rendering only shadow receivers. /// We have our own version here to add some optimizations /// </summary> /// <param name="group">Render queue group.</param> protected override void RenderTextureShadowReceiverQueueGroupObjects(RenderQueueGroup group) { // Override auto param ambient to force vertex programs to go full-bright autoParamDataSource.AmbientLight = ColorEx.White; targetRenderSystem.AmbientLight = ColorEx.White; // Iterate through priorities for (int i = 0; i < group.NumPriorityGroups; i++) { RenderPriorityGroup priorityGroup = group.GetPriorityGroup(i); // Do solids, override light list in case any vertex programs use them RenderShadowReceiverObjects(priorityGroup.SolidPasses, false, nullLightList); // Don't render transparents or passes which have shadow receipt disabled }// for each priority // reset ambient autoParamDataSource.AmbientLight = ambientColor; targetRenderSystem.AmbientLight = ambientColor; }
internal static global::System.Runtime.InteropServices.HandleRef getCPtr(RenderPriorityGroup obj) { return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr); }