/// <summary> /// Clears all GeometryBuffers from the specified rendering queue. /// </summary> /// <param name="queue"> /// One of the RenderQueueID enumerated values indicating which prioritised /// queue is to to be cleared. /// </param> /// <remarks> /// Clearing a rendering queue does not destroy the attached GeometryBuffers, /// which remain under thier original ownership. /// </remarks> public void ClearGeometry(RenderQueueId queue) { d_queues[queue].Reset(); }
/// <summary> /// Remove the specified GeometryBuffer from the specified queue. /// </summary> /// <param name="queue"> /// One of the RenderQueueID enumerated values indicating which prioritised /// queue the GeometryBuffer should be removed from. /// </param> /// <param name="buffer"> /// GeometryBuffer object to be removed from the specified rendering queue. /// </param> public void RemoveGeometryBuffer(RenderQueueId queue, GeometryBuffer buffer) { d_queues[queue].RemoveGeometryBuffer(buffer); }
// TODO:... ////! Destructor for RenderingSurface objects. //virtual ~RenderingSurface(); /// <summary> /// Add the specified GeometryBuffers to the specified queue for rendering /// when the RenderingSurface is drawn. /// </summary> /// <param name="queue"> /// One of the RenderQueueID enumerated values indicating which prioritised /// queue the GeometryBuffer should be added to. /// </param> /// <param name="geometryBuffers"> /// List of GeometryBuffers to be added to the specified rendering queue. /// </param> /// <remarks> /// The RenderingSurface does not take ownership of the GeometryBuffers, and /// does not destroy it when the RenderingSurface geometry is cleared. /// Rather, the RenderingSurface is just maintaining a list of things to be /// drawn; the actual GeometryBuffers can be re-used by whichever object /// does own them, and even changed or updated while still "attached" to /// a RenderingSurface. /// </remarks> public void AddGeometryBuffers(RenderQueueId queue, IEnumerable <GeometryBuffer> geometryBuffers) { d_queues[queue].AddGeometryBuffers(geometryBuffers); }
/// <summary> /// Add the specified GeometryBuffer to the specified queue for rendering /// when the RenderingSurface is drawn. /// </summary> /// <param name="queue"> /// One of the RenderQueueID enumerated values indicating which prioritised /// queue the GeometryBuffer should be added to. /// </param> /// <param name="buffer"> /// GeometryBuffer object to be added to the specified rendering queue. /// </param> /// <remarks> /// The RenderingSurface does not take ownership of the <see cref="GeometryBuffer"/>, and /// does not destroy it when the RenderingSurface geometry is cleared. Rather, the /// RenderingSurface is just maintaining a list of thigs to be drawn; the actual /// GeometryBuffers can be re-used by whichever object \e does own them, and even changed /// or updated while still "attached" to a RenderingSurface. /// </remarks> public void AddGeometryBuffer(RenderQueueId queue, GeometryBuffer buffer) { d_queues[queue].AddGeometryBuffer(buffer); }
/// <summary> /// Constructor for RenderQueueEventArgs objects. /// </summary> /// <param name="renderQueueId"> /// RenderQueueId value indicating the queue that the event is being /// generated for. /// </param> public RenderQueueEventArgs(RenderQueueId renderQueueId) { RenderQueueId = renderQueueId; }