#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.
Inheritance diagram for FBRenderingPass: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.