#include <mobu-python-api.h>
Rendering Pass.
Use with FBShader::RenderingPass properties to make the shader be called at any pass. Passes will be called in the order of the enum.
Public Attributes | |
object | kFBPassInvalid |
No pass selected. More... | |
object | kFBPassPreRender |
Before anything. More... | |
object | kFBPassFlat |
Lighting off. More... | |
object | kFBPassLighted |
Lighting on. More... | |
object | kFBPassMatte |
Alpha > 0.5 will show up. More... | |
object | kFBPassZTranslucent |
Writes to depth buffer. More... | |
object | kFBPassZTranslucentAlphaTest |
Writes to depth buffer where Alpha > 0.5. More... | |
object | kFBPassTranslucent |
Models are blended. More... | |
object | kFBPassAddColor |
Models are blended additively. More... | |
object | kFBPassTranslucentZSort |
Models are sorted and blended. More... | |
object | kFBPassPostRender |
After everything. More... | |
object kFBPassAddColor |
Models are blended additively.
object kFBPassFlat |
Lighting off.
object kFBPassInvalid |
No pass selected.
object kFBPassLighted |
Lighting on.
object kFBPassMatte |
Alpha > 0.5 will show up.
object kFBPassPostRender |
After everything.
object kFBPassPreRender |
Before anything.
object kFBPassTranslucent |
Models are blended.
object kFBPassTranslucentZSort |
Models are sorted and blended.
object kFBPassZTranslucent |
Writes to depth buffer.
object kFBPassZTranslucentAlphaTest |
Writes to depth buffer where Alpha > 0.5.