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- <Type Name="RenderCommandType" FullName="Urho.RenderCommandType">
- <TypeSignature Language="C#" Value="public enum RenderCommandType" />
- <TypeSignature Language="ILAsm" Value=".class public auto ansi sealed RenderCommandType extends System.Enum" />
- <AssemblyInfo>
- <AssemblyName>Urho</AssemblyName>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Base>
- <BaseTypeName>System.Enum</BaseTypeName>
- </Base>
- <Docs>
- <summary>
- Rendering path command types.
- </summary>
- <remarks>
- <para />
- </remarks>
- </Docs>
- <Members>
- <Member MemberName="Clear">
- <MemberSignature Language="C#" Value="Clear" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Clear = int32(1)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Clear any of color, depth and stencil. Color clear can optionally use the fog color from the Zone visible at the far clip distance.</summary>
- </Docs>
- </Member>
- <Member MemberName="Forwardlights">
- <MemberSignature Language="C#" Value="Forwardlights" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Forwardlights = int32(4)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Render per-pixel forward lighting for opaque objects with the specified pass name. Shadow maps are also rendered as necessary.</summary>
- </Docs>
- </Member>
- <Member MemberName="Lightvolumes">
- <MemberSignature Language="C#" Value="Lightvolumes" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Lightvolumes = int32(5)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Render deferred light volumes using the specified shaders. G-buffer textures can be bound as necessary.</summary>
- </Docs>
- </Member>
- <Member MemberName="None">
- <MemberSignature Language="C#" Value="None" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType None = int32(0)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>To be added.</summary>
- </Docs>
- </Member>
- <Member MemberName="Quad">
- <MemberSignature Language="C#" Value="Quad" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Quad = int32(3)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Render a viewport-sized quad using the specified shaders and compilation defines. Textures can be bound and additionally shader parameters and the blend mode (default=replace) can be specified.</summary>
- </Docs>
- </Member>
- <Member MemberName="Renderui">
- <MemberSignature Language="C#" Value="Renderui" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Renderui = int32(6)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Render the UI into the output rendertarget. Using this will cause the default %UI render to the backbuffer to be skipped.</summary>
- </Docs>
- </Member>
- <Member MemberName="Scenepass">
- <MemberSignature Language="C#" Value="Scenepass" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Scenepass = int32(2)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Render scene objects whose <see cref="T:Urho.Material" /> contains the specified pass. Will either be front-to-back ordered with state sorting, or back-to-front ordered with no state sorting. For deferred rendering, object lightmasks can be optionally marked to the stencil buffer. Vertex lights can optionally be handled during a pass, if it has the necessary shader combinations. Textures global to the pass can be bound to free texture units; these can either be the viewport, a named rendertarget, or a texture resource identified with its pathname.</summary>
- </Docs>
- </Member>
- <Member MemberName="Sendevent">
- <MemberSignature Language="C#" Value="Sendevent" />
- <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Sendevent = int32(7)" />
- <MemberType>Field</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderCommandType</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>To be added.</summary>
- </Docs>
- </Member>
- </Members>
- </Type>
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