渲染相关的组件
Наследование: ScriptRuntime.Component
 extern private static void ICall_RenderComponent_SetVisible(RenderComponent self, bool bVis);
 private static extern string ICall_RenderComponent_GetMaterialID(RenderComponent self, int iSubMesh);
 extern private static void ICall_RenderComponent_SetShaderConstantParam(RenderComponent self, int iSubMesh, String sParamName, float val);
 extern private static uint ICall_RenderComponent_GetShaderCount(RenderComponent self);
 extern private static String ICall_RenderComponent_GetShaderID(RenderComponent self, int index);
 extern private static void ICall_RenderComponent_SetTexture(RenderComponent self, int iSubMesh, String sParamName, String sTexId, int iPriority);
 private static extern void ICall_RenderComponent_SetShaderConstantParam(RenderComponent self, int iSubMesh, String sParamName, float val);
 extern private static MaterialInstance ICall_RenderComponent_GetMaterialInstance(RenderComponent self, int iSubMesh);
 private static extern bool ICall_RenderComponent_IsVisible(RenderComponent self);
 private static extern void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
 private static extern String ICall_RenderComponent_GetShaderID(RenderComponent self, int index);
 private static extern uint ICall_RenderComponent_GetShaderCount(RenderComponent self);
 private static extern MaterialInstance ICall_RenderComponent_GetMaterialInstance(RenderComponent self, int iSubMesh);
Пример #14
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 public virtual void OnWillRenderObject(RenderComponent sender)
 {
 }
 private static extern void ICall_RenderComponent_SetShaderConstantParamF4(RenderComponent self, int iSubMesh, String sParamName, ref Vector4 val);
Пример #16
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 extern private static string ICall_RenderComponent_GetMaterialID(RenderComponent self, int iSubMesh);
 private static extern void ICall_RenderComponent_SetShaderID(RenderComponent self, int iSubMesh, String sSharderId);
Пример #18
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 extern private static void ICall_RenderComponent_SetMaterialInstance(RenderComponent self, int iSubMesh, MaterialInstance pMonoStr, bool bCopy = false);
 private static extern void ICall_RenderComponent_SetTexture(RenderComponent self, int iSubMesh, String sParamName, String sTexId, int iPriority);
Пример #20
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 extern private static void ICall_RenderComponent_SetShaderID(RenderComponent self, int iSubMesh, String sSharderId);
 private static extern void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
Пример #22
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 extern private static void ICall_RenderComponent_SetTextureRTT(RenderComponent self, int iSubMesh, String sParamName, RenderToTexture rtt);
 private static extern void ICall_RenderComponent_SetVisible(RenderComponent self, bool bVis);
Пример #24
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 extern private static void ICall_RenderComponent_SetShaderConstantParamF4(RenderComponent self, int iSubMesh, String sParamName, ref Vector4 val);
 private static extern void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
Пример #26
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 extern private static void ICall_RenderComponent_StandaloneRender(RenderComponent self, MaterialInstance customMat);
 virtual public void OnWillRenderObject(RenderComponent sender)
 {
 }
Пример #28
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 extern private static bool ICall_RenderComponent_IsVisible(RenderComponent self);
Пример #29
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 extern private static void ICall_RenderComponent_SetMaterialID(RenderComponent self, int iSubMesh, String pMonoStr, bool bCopy);