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