Rendering Pass. More...
Public Attributes | |
kFBPassInvalid | |
No pass selected. More... | |
kFBPassPreRender | |
Before anything. More... | |
kFBPassFlat | |
Lighting off. More... | |
kFBPassLighted | |
Lighting on. More... | |
kFBPassMatte | |
Alpha > 0.5 will show up. More... | |
kFBPassZTranslucent | |
Writes to depth buffer. More... | |
kFBPassZTranslucentAlphaTest | |
Writes to depth buffer where Alpha > 0.5. More... | |
kFBPassTranslucent | |
Models are blended. More... | |
kFBPassAddColor | |
Models are blended additively. More... | |
kFBPassTranslucentZSort | |
Models are sorted and blended. More... | |
kFBPassPostRender | |
After everything. More... | |
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.
kFBPassAddColor |
Models are blended additively.
kFBPassFlat |
Lighting off.
kFBPassInvalid |
No pass selected.
kFBPassLighted |
Lighting on.
kFBPassMatte |
Alpha > 0.5 will show up.
kFBPassPostRender |
After everything.
kFBPassPreRender |
Before anything.
kFBPassTranslucent |
Models are blended.
kFBPassTranslucentZSort |
Models are sorted and blended.
kFBPassZTranslucent |
Writes to depth buffer.
kFBPassZTranslucentAlphaTest |
Writes to depth buffer where Alpha > 0.5.