Rendering Pass. More...
#include <pyfbsdk.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.