Class TRenderParams

Unit

Declaration

type TRenderParams = class(TObject)

Description

Information that 3D object needs to render. Read-only for T3D.Render (except Statistics, which should be updated by T3D.Render).

Hierarchy

  • TObject
  • TRenderParams

Overview

Fields

Public Transparent: boolean;
Public ShadowVolumesReceivers: boolean;
Public InShadow: boolean;
Public StencilTest: Cardinal;
Public Pass: TRenderingPass;
Public RenderTransform: TMatrix4Single;
Public RenderTransformIdentity: boolean;
Public Statistics: TRenderStatistics;

Methods

Public constructor Create;
Public function BaseLights(Scene: T3D): TAbstractLightInstancesList; virtual; abstract;

Description

Fields

Public Transparent: boolean;

Which parts should be rendered: opaque (False) or transparent (True).

Public ShadowVolumesReceivers: boolean;

Should we render parts that may receive shadow volumes, or ones that don't. During rendering, simply check does it match TCastleScene.ReceiveShadowVolumes.

Public InShadow: boolean;

If True, means that we're using multi-pass shadowing technique (like shadow volumes), and currently doing the "shadowed" pass.

Which means that most lights (ones with shadowVolumes = TRUE) should be turned off, see [http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadows].)

Public StencilTest: Cardinal;

Value > 0 means we're inside some stencil test (like for InShadow = False pass of shadow volumes).

Public Pass: TRenderingPass;

Rendering pass number, for multi-pass rendering, like for shadow volumes.

Public RenderTransform: TMatrix4Single;

Transformation that should be applied to the rendered result. If RenderTransformIdentity, then RenderTransform is always identity.

Public RenderTransformIdentity: boolean;
 
Public Statistics: TRenderStatistics;
 

Methods

Public constructor Create;
 
Public function BaseLights(Scene: T3D): TAbstractLightInstancesList; virtual; abstract;

Lights that shine on given 3D object.


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