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- <Type Name="Renderer" FullName="Urho.Renderer">
- <TypeSignature Language="C#" Value="public class Renderer : Urho.UrhoObject" />
- <TypeSignature Language="ILAsm" Value=".class public auto ansi beforefieldinit Renderer extends Urho.UrhoObject" />
- <AssemblyInfo>
- <AssemblyName>Urho</AssemblyName>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Base>
- <BaseTypeName>Urho.UrhoObject</BaseTypeName>
- </Base>
- <Interfaces />
- <Docs>
- <summary>
- High-level rendering subsystem. Manages drawing of 3D views.
- </summary>
- <remarks>
- <para>Renderer implements the actual rendering of 3D views each frame, and controls global settings such as texture quality, material quality, specular lighting and shadow map base resolution.</para>
- <para>To render, it needs a <see cref="T:Urho.Scene" /> with an <see cref="T:Urho.Octree" /> component, and a <see cref="T:Urho.Camera" /> that does not necessarily have to belong to the scene. The octree stores all visible components (derived from <see cref="T:Urho.Drawable" />) to allow querying for them in an accelerated manner. The needed information is collected in a <see cref="T:Urho.Viewport" /> object, which can be assigned with <see cref="M:Urho.Renderer.SetViewport" /> method.</para>
- <para>By default there is one viewport, but the amount can be increased with the <see cref="P:Urho.NumViewports" /> property. The viewport(s) should cover the entire screen or otherwise hall-of-mirrors artifacts may occur. By specifying a zero screen rectangle the whole window will be used automatically. The viewports will be rendered in ascending order, so if you want for example to have a small overlay window on top of the main viewport, use viewport index 0 for the main view, and 1 for the overlay.</para>
- <para>Viewports can also be defined for render target textures. See “Auxiliary Views” in the documentation for <see cref="T:Urho.RendereTarget" /> for details.</para>
- <para>Each viewport defines a command sequence for rendering the scene, the <see cref="T:Urho.RenderPath" />. By default there exist forward, light pre-pass and deferred render paths in the bin/CoreData/RenderPaths directory, see <see cref="T:Urho.Renderer.DefaultRenderPath" /> to set the default for new viewports. If not overridden from the command line, forward rendering is the default. Deferred rendering modes will be advantageous once there is a large number of per-pixel lights affecting each object, but their disadvantages are the lack of hardware multisampling and inability to choose the lighting model per material. In place of multisample antialiasing, a FXAA post-processing edge filter can be used, see the MultipleViewports sample application (bin/Data/Scripts/09_MultipleViewports.as) for an example of how to use.</para>
- <para>The steps for rendering each viewport on each frame are roughly the following:</para>
- <list type="bullet">
- <item>
- <term>Query the octree for visible objects and lights in the camera's view frustum.</term>
- </item>
- <item>
- <term>Check the influence of each visible light on the objects. If the light casts shadows, query the octree for shadowcaster objects.</term>
- </item>
- <item>
- <term>Construct render operations (batches) for the visible objects, according to the scene passes in the render path command sequence.</term>
- </item>
- <item>
- <term>Perform the render path command sequence during the rendering step at the end of the frame.</term>
- </item>
- <item>
- <term>If the scene has a <see cref="T:Urho.DebugRenderer" /> component and the viewport has debug rendering enabled, render debug geometry last. Can be controlled with <see cref="P:Urho.Viewport.DrawDebug" />, default is enabled.</term>
- </item>
- </list>
- <para>In the default render paths, the rendering operations proceed in the following order:</para>
- <list type="bullet">
- <item>
- <term>Opaque geometry ambient pass, or G-buffer pass in deferred rendering modes.</term>
- </item>
- <item>
- <term>Opaque geometry per-pixel lighting passes. For shadow casting lights, the shadow map is rendered first.</term>
- </item>
- <item>
- <term>(Light pre-pass only) Opaque geometry material pass, which renders the objects with accumulated per-pixel lighting.</term>
- </item>
- <item>
- <term>Post-opaque pass for custom render ordering such as the skybox.</term>
- </item>
- <item>
- <term>Refractive geometry pass.</term>
- </item>
- <item>
- <term>Transparent geometry pass. Transparent, alpha-blended objects are sorted according to distance and rendered back-to-front to ensure correct blending.</term>
- </item>
- <item>
- <term>Post-alpha pass, can be used for 3D overlays that should appear on top of everything else.</term>
- </item>
- </list>
- <para>
- </para>
- <format type="text/html">
- <h2>Rendering components</h2>
- </format>
- <para>The rendering-related components defined by the Graphics and UI libraries are:</para>
- <list type="bullet">
- <item>
- <term>
- <see cref="T:Urho.Octree" />: spatial partitioning of Drawables for accelerated visibility queries. Needs to be created to the <see cref="T:Urho.Scene" /> (root node.)</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Camera" />: describes a viewpoint for rendering, including projection parameters (FOV, near/far distance, perspective/orthographic)</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Drawable" />: Base class for anything visible.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.StaticMode" />: non-skinned geometry. Can LOD transition according to distance.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.StaticModelGroup" />: renders several object instances while culling and receiving light as one unit.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Skybox" />: a subclass of <see cref="T:Urho.StaticModel" /> that appears to always stay in place.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.AnimatedModel" />: skinned geometry that can do skeletal and vertex morph animation.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.AnimationController" />: drives animations forward automatically and controls animation fade-in/out.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.BillboardSet" />: a group of camera-facing billboards, which can have varying sizes, rotations and texture coordinates.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.ParticleEmitter" />: a subclass of <see cref="T:Urho.BillboardSet" /> that emits particle billboards.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Light" />: illuminates the scene. Can optionally cast shadows.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Terrain" />: renders heightmap terrain.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.CustomGeometry" />: renders runtime-defined unindexed geometry. The geometry data is not serialized or replicated over the network.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.DecalSet" />: renders decal geometry on top of objects.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Zone" />: defines ambient light and fog settings for objects inside the zone volume.</term>
- </item>
- <item>
- <term>
- <see cref="T:Urho.Gui.Text3D" />: text that is rendered into the 3D view.</term>
- </item>
- </list>
- <para>Additionally there are 2D drawable components defined by the Urho2D library.</para>
- <para>
- </para>
- <para>
- </para>
- <format type="text/html">
- <h2>Optimizations</h2>
- </format>
- <para>The following techniques will be used to reduce the amount of CPU and GPU work when rendering. By default they are all on:</para>
- <list type="bullet">
- <item>
- <term>Software rasterized occlusion: after the octree has been queried for visible objects, the objects that are marked as occluders are rendered on the CPU to a small hierarchical-depth buffer, and it will be used to test the non-occluders for visibility. Use <see cref="P:Urho.MaxOccluderTriangles" /> <see cref="SetMaxOccluderTriangles()" /> and <see cref="P:Urho.OccluderSizeThreshold" /> to configure the occlusion rendering. Occlusion testing will always be multithreaded, however occlusion rendering is by default singlethreaded, to allow rejecting subsequent occluders while rendering front-to-back. Use <see cref="M:Urho.SetThreadedOcclusion" /> to enable threading also in rendering, however this can actually perform worse in e.g. terrain scenes where terrain patches act as occluders.</term>
- </item>
- </list>
- <list type="bullet">
- <item>
- <term>Hardware instancing: rendering operations with the same geometry, material and light will be grouped together and performed as one draw call if supported. Note that even when instancing is not available, they still benefit from the grouping, as render state only needs to be checked & set once before rendering each group, reducing the CPU cost.</term>
- </item>
- </list>
- <para>
- </para>
- <list type="bullet">
- <item>
- <term>Light stencil masking: in forward rendering, before objects lit by a spot or point light are re-rendered additively, the light's bounding shape is rendered to the stencil buffer to ensure pixels outside the light range are not processed.</term>
- </item>
- </list>
- <para>Note that many more optimization opportunities are possible at the content level, for example using geometry & material LOD, grouping many static objects into one object for less draw calls, minimizing the amount of subgeometries (submeshes) per object for less draw calls, using texture atlases to avoid render state changes, using compressed (and smaller) textures, and setting maximum draw distances for objects, lights and shadows.</para>
- <para>
- </para>
- <format type="text/html">
- <h2>Reusing view preparation</h2>
- </format>
- <para>In some applications, like stereoscopic VR rendering, one needs to render a slightly different view of the world to separate viewports. Normally this results in the view preparation process (described above) being repeated for each view, which can be costly for CPU performance.</para>
- <para>To eliminate the duplicate view preparation cost, you can use <see cref="M:Urho.Viewport.SetCullCamera" /> <see cref="SetCullCamera()" /> to instruct a <see cref="T:Urho.Viewport" /> to use a different camera for culling than rendering. When multiple viewports share the same culling camera, the view preparation will be performed only once.</para>
- <para>To work properly, the culling camera's frustum should cover all the views you are rendering using it, or else missing objects may be present. The culling camera should not be using the auto aspect ratio mode, to ensure you stay in full control of its view frustum.</para>
- <para>
- </para>
- <para>
- </para>
- <format type="text/html">
- <h2>
- <br />
- </h2>
- </format>
- </remarks>
- </Docs>
- <Members>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public Renderer ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor() cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>Preserve</AttributeName>
- </Attribute>
- </Attributes>
- <Parameters />
- <Docs>
- <summary>
- <para>Constructs a new instance of Urho.Renderer which is tied to the <see cref="P:Urho.Application.CurrentContext" />.</para>
- </summary>
- <remarks>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public Renderer (IntPtr handle);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(native int handle) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>Preserve</AttributeName>
- </Attribute>
- </Attributes>
- <Parameters>
- <Parameter Name="handle" Type="System.IntPtr" />
- </Parameters>
- <Docs>
- <param name="handle">Pointer to the raw unmanaged Urho object.</param>
- <summary>Constructs a new instance of Urho.Renderer, given a raw pointer to an unmanaged object</summary>
- <remarks>
- <para>This creates a new managed wrapper for the type using the raw pointer to an unmanaged object.</para>
- <para>Objects that are created in this fashion get registered with the UrhoSharp runtime.</para>
- <para>This is intended to be used by the UrhoSharp runtime, and is not intended to be used by users.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="public Renderer (Urho.Context context);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig specialname rtspecialname instance void .ctor(class Urho.Context context) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>Preserve</AttributeName>
- </Attribute>
- </Attributes>
- <Parameters>
- <Parameter Name="context" Type="Urho.Context" />
- </Parameters>
- <Docs>
- <param name="context">The context that this object will be attached to.</param>
- <summary>
- <para>Constructs a new instance of Urho.Renderer linked to a specific <see cref="T:Urho.Context" />.</para>
- </summary>
- <remarks>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName=".ctor">
- <MemberSignature Language="C#" Value="protected Renderer (Urho.UrhoObjectFlag emptyFlag);" />
- <MemberSignature Language="ILAsm" Value=".method familyhidebysig specialname rtspecialname instance void .ctor(valuetype Urho.UrhoObjectFlag emptyFlag) cil managed" />
- <MemberType>Constructor</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>Preserve</AttributeName>
- </Attribute>
- </Attributes>
- <Parameters>
- <Parameter Name="emptyFlag" Type="Urho.UrhoObjectFlag" />
- </Parameters>
- <Docs>
- <param name="emptyFlag">Pass UrhoObjectFlag.Empty.</param>
- <summary>Empty constructor, chain to this constructor when you provide your own constructor that sets the handle field.</summary>
- <remarks>
- <para>This constructor should be invoked by your code if you provide your own constructor that sets the handle field.</para>
- <para>This essentially circumvents the default path that creates a new object and sets the handle and does not call RegisterObject on the target, you must do this on your own constructor.</para>
- <para>You would typically chain to this constructor from your own, and then set the handle to the unmanaged object from your code, and then register your object.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="ApplyShadowMapFilter">
- <MemberSignature Language="C#" Value="public void ApplyShadowMapFilter (Urho.View view, Urho.Urho2D.Texture2D shadowMap, float blurScale);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ApplyShadowMapFilter(class Urho.View view, class Urho.Urho2D.Texture2D shadowMap, float32 blurScale) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="view" Type="Urho.View" />
- <Parameter Name="shadowMap" Type="Urho.Urho2D.Texture2D" />
- <Parameter Name="blurScale" Type="System.Single" />
- </Parameters>
- <Docs>
- <param name="view">To be added.</param>
- <param name="shadowMap">To be added.</param>
- <param name="blurScale">To be added.</param>
- <summary>To be added.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="BeginViewRender">
- <MemberSignature Language="C#" Value="public event Action<Urho.BeginViewRenderEventArgs> BeginViewRender;" />
- <MemberSignature Language="ILAsm" Value=".event class System.Action`1<valuetype Urho.BeginViewRenderEventArgs> BeginViewRender" />
- <MemberType>Event</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Action<Urho.BeginViewRenderEventArgs></ReturnType>
- </ReturnValue>
- <Docs>
- <summary>To be added.</summary>
- <remarks>
- <para>The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the <see cref="M:Urho.SubscribeToBeginViewRender" /> method. That one will force that callback and will ignore any previously set events here.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultLightRamp">
- <MemberSignature Language="C#" Value="public Urho.Urho2D.Texture2D DefaultLightRamp { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Urho2D.Texture2D DefaultLightRamp" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Urho2D.Texture2D</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the default range attenuation texture.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultLightSpot">
- <MemberSignature Language="C#" Value="public Urho.Urho2D.Texture2D DefaultLightSpot { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Urho2D.Texture2D DefaultLightSpot" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Urho2D.Texture2D</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the default spotlight attenuation texture.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultMaterial">
- <MemberSignature Language="C#" Value="public Urho.Material DefaultMaterial { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Material DefaultMaterial" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Material</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the default material.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultRenderPath">
- <MemberSignature Language="C#" Value="public Urho.RenderPath DefaultRenderPath { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.RenderPath DefaultRenderPath" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderPath</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return default renderpath.
- Or
- Set default renderpath.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultTechnique">
- <MemberSignature Language="C#" Value="public Urho.Technique DefaultTechnique { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Technique DefaultTechnique" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Technique</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return default non-textured material technique. Or Set default non-textured material technique.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DefaultZone">
- <MemberSignature Language="C#" Value="public Urho.Zone DefaultZone { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Zone DefaultZone" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Zone</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the default zone.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DrawDebugGeometry">
- <MemberSignature Language="C#" Value="public void DrawDebugGeometry (bool depthTest);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void DrawDebugGeometry(bool depthTest) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="depthTest" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="depthTest">To be added.</param>
- <summary>
- Add debug geometry to the debug renderer.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DrawShadows">
- <MemberSignature Language="C#" Value="public bool DrawShadows { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool DrawShadows" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether drawing shadows is enabled.
- Or
- Set shadows on/off.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="DynamicInstancing">
- <MemberSignature Language="C#" Value="public bool DynamicInstancing { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool DynamicInstancing" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether dynamic instancing is in use.
- Or
- Set dynamic instancing on/off.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="EndViewRender">
- <MemberSignature Language="C#" Value="public event Action<Urho.EndViewRenderEventArgs> EndViewRender;" />
- <MemberSignature Language="ILAsm" Value=".event class System.Action`1<valuetype Urho.EndViewRenderEventArgs> EndViewRender" />
- <MemberType>Event</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Action<Urho.EndViewRenderEventArgs></ReturnType>
- </ReturnValue>
- <Docs>
- <summary>To be added.</summary>
- <remarks>
- <para>The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the <see cref="M:Urho.SubscribeToEndViewRender" /> method. That one will force that callback and will ignore any previously set events here.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="FaceSelectCubeMap">
- <MemberSignature Language="C#" Value="public Urho.TextureCube FaceSelectCubeMap { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.TextureCube FaceSelectCubeMap" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.TextureCube</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the shadowed pointlight face selection cube map.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetActualView">
- <MemberSignature Language="C#" Value="public static Urho.View GetActualView (Urho.View view);" />
- <MemberSignature Language="ILAsm" Value=".method public static hidebysig class Urho.View GetActualView(class Urho.View view) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.View</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="view" Type="Urho.View" />
- </Parameters>
- <Docs>
- <param name="view">To be added.</param>
- <summary>Return a view or its source view if it uses one. Used internally for render statistics.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetDepthStencil">
- <MemberSignature Language="C#" Value="public Urho.RenderSurface GetDepthStencil (int width, int height, int multiSample, bool autoResolve);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.RenderSurface GetDepthStencil(int32 width, int32 height, int32 multiSample, bool autoResolve) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.RenderSurface</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="width" Type="System.Int32" />
- <Parameter Name="height" Type="System.Int32" />
- <Parameter Name="multiSample" Type="System.Int32" />
- <Parameter Name="autoResolve" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="width">To be added.</param>
- <param name="height">To be added.</param>
- <param name="multiSample">To be added.</param>
- <param name="autoResolve">To be added.</param>
- <summary>Allocate a depth-stencil surface that does not need to be readable. Should only be called during actual rendering, not before.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetLightGeometry">
- <MemberSignature Language="C#" Value="public Urho.Geometry GetLightGeometry (Urho.Light light);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Geometry GetLightGeometry(class Urho.Light light) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Geometry</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="light" Type="Urho.Light" />
- </Parameters>
- <Docs>
- <param name="light">To be added.</param>
- <summary>
- Return volume geometry for a light.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetNumGeometries">
- <MemberSignature Language="C#" Value="public uint GetNumGeometries (bool allViews = false);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance unsigned int32 GetNumGeometries(bool allViews) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="allViews" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="allViews">To be added.</param>
- <summary>
- Return number of geometries rendered.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetNumLights">
- <MemberSignature Language="C#" Value="public uint GetNumLights (bool allViews = false);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance unsigned int32 GetNumLights(bool allViews) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="allViews" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="allViews">To be added.</param>
- <summary>
- Return number of lights rendered.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetNumOccluders">
- <MemberSignature Language="C#" Value="public uint GetNumOccluders (bool allViews = false);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance unsigned int32 GetNumOccluders(bool allViews) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="allViews" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="allViews">To be added.</param>
- <summary>
- Return number of occluders rendered.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetNumShadowMaps">
- <MemberSignature Language="C#" Value="public uint GetNumShadowMaps (bool allViews = false);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance unsigned int32 GetNumShadowMaps(bool allViews) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="allViews" Type="System.Boolean" />
- </Parameters>
- <Docs>
- <param name="allViews">To be added.</param>
- <summary>
- Return number of shadow maps rendered.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetOcclusionBuffer">
- <MemberSignature Language="C#" Value="public Urho.OcclusionBuffer GetOcclusionBuffer (Urho.Camera camera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.OcclusionBuffer GetOcclusionBuffer(class Urho.Camera camera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.OcclusionBuffer</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="camera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="camera">To be added.</param>
- <summary>
- Allocate an occlusion buffer.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetPreparedView">
- <MemberSignature Language="C#" Value="public Urho.View GetPreparedView (Urho.Camera cullCamera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.View GetPreparedView(class Urho.Camera cullCamera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.View</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="cullCamera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="cullCamera">To be added.</param>
- <summary>Return a prepared view if exists for the specified camera. Used to avoid duplicate view preparation CPU work.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetScreenBuffer">
- <MemberSignature Language="C#" Value="public Urho.Texture GetScreenBuffer (int width, int height, uint format, int multiSample, bool autoResolve, bool cubemap, bool filtered, bool srgb, uint persistentKey = 0);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Texture GetScreenBuffer(int32 width, int32 height, unsigned int32 format, int32 multiSample, bool autoResolve, bool cubemap, bool filtered, bool srgb, unsigned int32 persistentKey) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Texture</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="width" Type="System.Int32" />
- <Parameter Name="height" Type="System.Int32" />
- <Parameter Name="format" Type="System.UInt32" />
- <Parameter Name="multiSample" Type="System.Int32" />
- <Parameter Name="autoResolve" Type="System.Boolean" />
- <Parameter Name="cubemap" Type="System.Boolean" />
- <Parameter Name="filtered" Type="System.Boolean" />
- <Parameter Name="srgb" Type="System.Boolean" />
- <Parameter Name="persistentKey" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="width">To be added.</param>
- <param name="height">To be added.</param>
- <param name="format">To be added.</param>
- <param name="multiSample">To be added.</param>
- <param name="autoResolve">To be added.</param>
- <param name="cubemap">To be added.</param>
- <param name="filtered">To be added.</param>
- <param name="srgb">To be added.</param>
- <param name="persistentKey">To be added.</param>
- <summary>Allocate a rendertarget or depth-stencil texture for deferred rendering or postprocessing. Should only be called during actual rendering, not before.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetShadowMap">
- <MemberSignature Language="C#" Value="public Urho.Urho2D.Texture2D GetShadowMap (Urho.Light light, Urho.Camera camera, uint viewWidth, uint viewHeight);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Urho2D.Texture2D GetShadowMap(class Urho.Light light, class Urho.Camera camera, unsigned int32 viewWidth, unsigned int32 viewHeight) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Urho2D.Texture2D</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="light" Type="Urho.Light" />
- <Parameter Name="camera" Type="Urho.Camera" />
- <Parameter Name="viewWidth" Type="System.UInt32" />
- <Parameter Name="viewHeight" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="light">To be added.</param>
- <param name="camera">To be added.</param>
- <param name="viewWidth">To be added.</param>
- <param name="viewHeight">To be added.</param>
- <summary>
- Allocate a shadow map. If shadow map reuse is disabled, a different map is returned each time.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetViewport">
- <MemberSignature Language="C#" Value="public Urho.Viewport GetViewport (uint index);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Viewport GetViewport(unsigned int32 index) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Viewport</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <summary>
- Return backbuffer viewport by index.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="GetViewportForScene">
- <MemberSignature Language="C#" Value="public Urho.Viewport GetViewportForScene (Urho.Scene scene, uint index);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Viewport GetViewportForScene(class Urho.Scene scene, unsigned int32 index) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Viewport</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="scene" Type="Urho.Scene" />
- <Parameter Name="index" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="scene">To be added.</param>
- <param name="index">To be added.</param>
- <summary>To be added.</summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="HDRRendering">
- <MemberSignature Language="C#" Value="public bool HDRRendering { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool HDRRendering" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether HDR rendering is enabled.
- Or
- Set HDR rendering on/off.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="IndirectionCubeMap">
- <MemberSignature Language="C#" Value="public Urho.TextureCube IndirectionCubeMap { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.TextureCube IndirectionCubeMap" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.TextureCube</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the shadowed pointlight indirection cube map.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="InstancingBuffer">
- <MemberSignature Language="C#" Value="public Urho.VertexBuffer InstancingBuffer { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.VertexBuffer InstancingBuffer" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.VertexBuffer</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return the instancing vertex buffer
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MaterialQuality">
- <MemberSignature Language="C#" Value="public int MaterialQuality { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 MaterialQuality" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return material quality level.
- Or
- Set material quality level. See the QUALITY constants in GraphicsDefs.h.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MaxOccluderTriangles">
- <MemberSignature Language="C#" Value="public int MaxOccluderTriangles { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 MaxOccluderTriangles" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return maximum number of occluder triangles.
- Or
- Set maximum number of occluder triangles.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MaxShadowMaps">
- <MemberSignature Language="C#" Value="public int MaxShadowMaps { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 MaxShadowMaps" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return maximum number of shadow maps per resolution.
- Or
- Set maximum number of shadow maps created for one resolution. Only has effect if reuse of shadow maps is disabled.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MaxSortedInstances">
- <MemberSignature Language="C#" Value="public int MaxSortedInstances { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 MaxSortedInstances" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return maximum number of sorted instances per batch group.
- Or
- Set maximum number of sorted instances per batch group. If exceeded, instances are rendered unsorted.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MinInstances">
- <MemberSignature Language="C#" Value="public int MinInstances { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 MinInstances" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return minimum number of instances required in a batch group to render as instanced.
- Or
- Set minimum number of instances required in a batch group to render as instanced.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MobileNormalOffsetMul">
- <MemberSignature Language="C#" Value="public float MobileNormalOffsetMul { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 MobileNormalOffsetMul" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return shadow normal offset multiplier for mobile platforms. Or Set shadow normal offset multiplier for mobile platforms to counteract possible worse shadow map precision. Default 1.0 (no effect.)</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MobileShadowBiasAdd">
- <MemberSignature Language="C#" Value="public float MobileShadowBiasAdd { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 MobileShadowBiasAdd" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return shadow depth bias addition for mobile platforms.
- Or
- Set shadow depth bias addition for mobile platforms (OpenGL ES.) No effect on desktops. Default 0.0001.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="MobileShadowBiasMul">
- <MemberSignature Language="C#" Value="public float MobileShadowBiasMul { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 MobileShadowBiasMul" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return shadow depth bias multiplier for mobile platforms.
- Or
- Set shadow depth bias multiplier for mobile platforms (OpenGL ES.) No effect on desktops. Default 2.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumBatches">
- <MemberSignature Language="C#" Value="public uint NumBatches { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumBatches" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of batches rendered.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumExtraInstancingBufferElements">
- <MemberSignature Language="C#" Value="public int NumExtraInstancingBufferElements { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 NumExtraInstancingBufferElements" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return number of extra instancing buffer elements. Or Set number of extra instancing buffer elements. Default is 0. Extra 4-vectors are available through TEXCOORD7 and further.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumPrimitives">
- <MemberSignature Language="C#" Value="public uint NumPrimitives { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumPrimitives" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of primitives rendered.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumViewports">
- <MemberSignature Language="C#" Value="public uint NumViewports { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumViewports" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of backbuffer viewports.
- Or
- Set number of backbuffer viewports to render.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="NumViews">
- <MemberSignature Language="C#" Value="public uint NumViews { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance unsigned int32 NumViews" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.UInt32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return number of views rendered.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="OccluderSizeThreshold">
- <MemberSignature Language="C#" Value="public float OccluderSizeThreshold { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 OccluderSizeThreshold" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return occluder screen size threshold.
- Or
- Set required screen size (1.0 = full screen) for occluders.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="OcclusionBufferSize">
- <MemberSignature Language="C#" Value="public int OcclusionBufferSize { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 OcclusionBufferSize" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return occlusion buffer width.
- Or
- Set occluder buffer width.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="OptimizeLightByScissor">
- <MemberSignature Language="C#" Value="public void OptimizeLightByScissor (Urho.Light light, Urho.Camera camera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void OptimizeLightByScissor(class Urho.Light light, class Urho.Camera camera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="light" Type="Urho.Light" />
- <Parameter Name="camera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="light">To be added.</param>
- <param name="camera">To be added.</param>
- <summary>
- Optimize a light by scissor rectangle.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="OptimizeLightByStencil">
- <MemberSignature Language="C#" Value="public void OptimizeLightByStencil (Urho.Light light, Urho.Camera camera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void OptimizeLightByStencil(class Urho.Light light, class Urho.Camera camera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="light" Type="Urho.Light" />
- <Parameter Name="camera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="light">To be added.</param>
- <param name="camera">To be added.</param>
- <summary>
- Optimize a light by marking it to the stencil buffer and setting a stencil test.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="QuadGeometry">
- <MemberSignature Language="C#" Value="public Urho.Geometry QuadGeometry { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Geometry QuadGeometry" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Geometry</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return quad geometry used in postprocessing.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="QueueRenderSurface">
- <MemberSignature Language="C#" Value="public void QueueRenderSurface (Urho.RenderSurface renderTarget);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void QueueRenderSurface(class Urho.RenderSurface renderTarget) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="renderTarget" Type="Urho.RenderSurface" />
- </Parameters>
- <Docs>
- <param name="renderTarget">To be added.</param>
- <summary>
- Queue a render surface's viewports for rendering. Called by the surface, or by View.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="QueueViewport">
- <MemberSignature Language="C#" Value="public void QueueViewport (Urho.RenderSurface renderTarget, Urho.Viewport viewport);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void QueueViewport(class Urho.RenderSurface renderTarget, class Urho.Viewport viewport) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="renderTarget" Type="Urho.RenderSurface" />
- <Parameter Name="viewport" Type="Urho.Viewport" />
- </Parameters>
- <Docs>
- <param name="renderTarget">To be added.</param>
- <param name="viewport">To be added.</param>
- <summary>
- Queue a viewport for rendering. Null surface means backbuffer.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ReloadShaders">
- <MemberSignature Language="C#" Value="public void ReloadShaders ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void ReloadShaders() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Force reload of shaders.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Render">
- <MemberSignature Language="C#" Value="public void Render ();" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void Render() cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters />
- <Docs>
- <summary>
- Render. Called by Engine.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="RenderSurfaceUpdate">
- <MemberSignature Language="C#" Value="public event Action<Urho.RenderSurfaceUpdateEventArgs> RenderSurfaceUpdate;" />
- <MemberSignature Language="ILAsm" Value=".event class System.Action`1<valuetype Urho.RenderSurfaceUpdateEventArgs> RenderSurfaceUpdate" />
- <MemberType>Event</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Action<Urho.RenderSurfaceUpdateEventArgs></ReturnType>
- </ReturnValue>
- <Docs>
- <summary>To be added.</summary>
- <remarks>
- <para>The event can register multiple callbacks and invoke all of them. If this is not desired, and you only need a single shot callback, you can use the <see cref="M:Urho.SubscribeToRenderSurfaceUpdate" /> method. That one will force that callback and will ignore any previously set events here.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="ResizeInstancingBuffer">
- <MemberSignature Language="C#" Value="public bool ResizeInstancingBuffer (uint numInstances);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance bool ResizeInstancingBuffer(unsigned int32 numInstances) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="numInstances" Type="System.UInt32" />
- </Parameters>
- <Docs>
- <param name="numInstances">To be added.</param>
- <summary>
- Ensure sufficient size of the instancing vertex buffer. Return true if successful.
- </summary>
- <returns>To be added.</returns>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ReuseShadowMaps">
- <MemberSignature Language="C#" Value="public bool ReuseShadowMaps { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool ReuseShadowMaps" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether shadow maps are reused.
- Or
- Set reuse of shadow maps. Default is true. If disabled, also transparent geometry can be shadowed.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetCullMode">
- <MemberSignature Language="C#" Value="public void SetCullMode (Urho.CullMode mode, Urho.Camera camera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetCullMode(valuetype Urho.CullMode mode, class Urho.Camera camera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="mode" Type="Urho.CullMode" />
- <Parameter Name="camera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="mode">To be added.</param>
- <param name="camera">To be added.</param>
- <summary>
- Set cull mode while taking possible projection flipping into account.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetDefaultRenderPath">
- <MemberSignature Language="C#" Value="public void SetDefaultRenderPath (Urho.Resources.XmlFile file);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetDefaultRenderPath(class Urho.Resources.XmlFile file) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="file" Type="Urho.Resources.XmlFile" />
- </Parameters>
- <Docs>
- <param name="file">To be added.</param>
- <summary>Set default renderpath from xml file.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetViewport">
- <MemberSignature Language="C#" Value="public void SetViewport (uint index, Urho.Viewport viewport);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetViewport(unsigned int32 index, class Urho.Viewport viewport) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="index" Type="System.UInt32" />
- <Parameter Name="viewport" Type="Urho.Viewport" />
- </Parameters>
- <Docs>
- <param name="index">To be added.</param>
- <param name="viewport">To be added.</param>
- <summary>
- Set a backbuffer viewport.
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SetVSMShadowParameters">
- <MemberSignature Language="C#" Value="public void SetVSMShadowParameters (float minVariance, float lightBleedingReduction);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void SetVSMShadowParameters(float32 minVariance, float32 lightBleedingReduction) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="minVariance" Type="System.Single" />
- <Parameter Name="lightBleedingReduction" Type="System.Single" />
- </Parameters>
- <Docs>
- <param name="minVariance">To be added.</param>
- <param name="lightBleedingReduction">To be added.</param>
- <summary>Set shadow parameters when VSM is used, they help to reduce light bleeding. LightBleeding must be in [0, 1]</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ShadowCamera">
- <MemberSignature Language="C#" Value="public Urho.Camera ShadowCamera { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance class Urho.Camera ShadowCamera" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Camera</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Allocate a temporary shadow camera and a scene node for it. Is thread-safe.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ShadowMapSize">
- <MemberSignature Language="C#" Value="public int ShadowMapSize { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 ShadowMapSize" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return shadow map resolution.
- Or
- Set shadow map resolution.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ShadowQuality">
- <MemberSignature Language="C#" Value="public Urho.ShadowQuality ShadowQuality { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.ShadowQuality ShadowQuality" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.ShadowQuality</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return shadow quality.
- Or
- Set shadow quality mode. See the SHADOWQUALITY constants in GraphicsDefs.h.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ShadowSoftness">
- <MemberSignature Language="C#" Value="public float ShadowSoftness { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance float32 ShadowSoftness" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Single</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return shadow softness. Or Set shadow softness, only works when SHADOWQUALITY_BLUR_VSM is used.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SpecularLighting">
- <MemberSignature Language="C#" Value="public bool SpecularLighting { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool SpecularLighting" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return whether specular lighting is enabled.
- Or
- Set specular lighting on/off.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="StorePreparedView">
- <MemberSignature Language="C#" Value="public void StorePreparedView (Urho.View view, Urho.Camera cullCamera);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void StorePreparedView(class Urho.View view, class Urho.Camera cullCamera) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="view" Type="Urho.View" />
- <Parameter Name="cullCamera" Type="Urho.Camera" />
- </Parameters>
- <Docs>
- <param name="view">To be added.</param>
- <param name="cullCamera">To be added.</param>
- <summary>Mark a view as prepared by the specified culling camera.</summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="SubscribeToBeginViewRender">
- <MemberSignature Language="C#" Value="public Urho.Subscription SubscribeToBeginViewRender (Action<Urho.BeginViewRenderEventArgs> handler);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Subscription SubscribeToBeginViewRender(class System.Action`1<valuetype Urho.BeginViewRenderEventArgs> handler) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>System.Obsolete("SubscribeTo API may lead to unxpected behaviour and will be removed in a future version. Use C# event '.BeginViewRender += ...' instead.")</AttributeName>
- </Attribute>
- </Attributes>
- <ReturnValue>
- <ReturnType>Urho.Subscription</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="handler" Type="System.Action<Urho.BeginViewRenderEventArgs>" />
- </Parameters>
- <Docs>
- <param name="handler">The handler to invoke when this event is raised.</param>
- <summary>Subscribes to the BeginViewRender event raised by the Renderer.</summary>
- <returns>Returns an Urho.Subscription that can be used to cancel the subscription.</returns>
- <remarks>
- <para>This method will override any prior subscription, including those assigned to on event handlers.</para>
- <para>This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.</para>
- <para>For a more event-like approach, use the <see cref="E:Urho.Renderer.BeginViewRender" /> event.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="SubscribeToEndViewRender">
- <MemberSignature Language="C#" Value="public Urho.Subscription SubscribeToEndViewRender (Action<Urho.EndViewRenderEventArgs> handler);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Subscription SubscribeToEndViewRender(class System.Action`1<valuetype Urho.EndViewRenderEventArgs> handler) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>System.Obsolete("SubscribeTo API may lead to unxpected behaviour and will be removed in a future version. Use C# event '.EndViewRender += ...' instead.")</AttributeName>
- </Attribute>
- </Attributes>
- <ReturnValue>
- <ReturnType>Urho.Subscription</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="handler" Type="System.Action<Urho.EndViewRenderEventArgs>" />
- </Parameters>
- <Docs>
- <param name="handler">The handler to invoke when this event is raised.</param>
- <summary>Subscribes to the EndViewRender event raised by the Renderer.</summary>
- <returns>Returns an Urho.Subscription that can be used to cancel the subscription.</returns>
- <remarks>
- <para>This method will override any prior subscription, including those assigned to on event handlers.</para>
- <para>This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.</para>
- <para>For a more event-like approach, use the <see cref="E:Urho.Renderer.EndViewRender" /> event.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="SubscribeToRenderSurfaceUpdate">
- <MemberSignature Language="C#" Value="public Urho.Subscription SubscribeToRenderSurfaceUpdate (Action<Urho.RenderSurfaceUpdateEventArgs> handler);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance class Urho.Subscription SubscribeToRenderSurfaceUpdate(class System.Action`1<valuetype Urho.RenderSurfaceUpdateEventArgs> handler) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>System.Obsolete("SubscribeTo API may lead to unxpected behaviour and will be removed in a future version. Use C# event '.RenderSurfaceUpdate += ...' instead.")</AttributeName>
- </Attribute>
- </Attributes>
- <ReturnValue>
- <ReturnType>Urho.Subscription</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="handler" Type="System.Action<Urho.RenderSurfaceUpdateEventArgs>" />
- </Parameters>
- <Docs>
- <param name="handler">The handler to invoke when this event is raised.</param>
- <summary>Subscribes to the RenderSurfaceUpdate event raised by the Renderer.</summary>
- <returns>Returns an Urho.Subscription that can be used to cancel the subscription.</returns>
- <remarks>
- <para>This method will override any prior subscription, including those assigned to on event handlers.</para>
- <para>This has the advantage that it does a straight connection and returns a handle that is easy to unsubscribe from.</para>
- <para>For a more event-like approach, use the <see cref="E:Urho.Renderer.RenderSurfaceUpdate" /> event.</para>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="TextureAnisotropy">
- <MemberSignature Language="C#" Value="public int TextureAnisotropy { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 TextureAnisotropy" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return texture anisotropy.
- Or
- Set texture anisotropy.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="TextureFilterMode">
- <MemberSignature Language="C#" Value="public Urho.TextureFilterMode TextureFilterMode { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.TextureFilterMode TextureFilterMode" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.TextureFilterMode</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return texture filtering.
- Or
- Set texture filtering.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="TextureQuality">
- <MemberSignature Language="C#" Value="public int TextureQuality { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 TextureQuality" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>
- Return texture quality level.
- Or
- Set texture quality level. See the QUALITY constants in GraphicsDefs.h.
- </summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="ThreadedOcclusion">
- <MemberSignature Language="C#" Value="public bool ThreadedOcclusion { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance bool ThreadedOcclusion" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Boolean</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return whether occlusion rendering is threaded. Or Set whether to thread occluder rendering. Default false.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="Type">
- <MemberSignature Language="C#" Value="public override Urho.StringHash Type { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.StringHash Type" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.StringHash</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's type system type.</summary>
- <value>StringHash representing the type for this C# type.</value>
- <remarks>This returns the Urho's type and is surfaced for low-level Urho code.</remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeName">
- <MemberSignature Language="C#" Value="public override string TypeName { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance string TypeName" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type name.</summary>
- <value>Stringified low-level type name.</value>
- <remarks>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeNameStatic">
- <MemberSignature Language="C#" Value="public static string TypeNameStatic { get; }" />
- <MemberSignature Language="ILAsm" Value=".property string TypeNameStatic" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.String</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type name, accessible as a static method.</summary>
- <value>Stringified low-level type name.</value>
- <remarks>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="TypeStatic">
- <MemberSignature Language="C#" Value="public static Urho.StringHash TypeStatic { get; }" />
- <MemberSignature Language="ILAsm" Value=".property valuetype Urho.StringHash TypeStatic" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <Attributes>
- <Attribute>
- <AttributeName>Preserve</AttributeName>
- </Attribute>
- </Attributes>
- <ReturnValue>
- <ReturnType>Urho.StringHash</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Urho's low-level type, accessible as a static method.</summary>
- <value>This returns the Urho's type and is surface for the low-level Urho code.</value>
- <remarks>
- </remarks>
- </Docs>
- </Member>
- <Member MemberName="Update">
- <MemberSignature Language="C#" Value="public void Update (float timeStep);" />
- <MemberSignature Language="ILAsm" Value=".method public hidebysig instance void Update(float32 timeStep) cil managed" />
- <MemberType>Method</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Void</ReturnType>
- </ReturnValue>
- <Parameters>
- <Parameter Name="timeStep" Type="System.Single" />
- </Parameters>
- <Docs>
- <param name="timeStep">To be added.</param>
- <summary>
- Update for rendering. Called by HandleRenderUpdate().
- </summary>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="VSMMultiSample">
- <MemberSignature Language="C#" Value="public int VSMMultiSample { get; set; }" />
- <MemberSignature Language="ILAsm" Value=".property instance int32 VSMMultiSample" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>System.Int32</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return VSM shadow multisample level. Or Set VSM shadow map multisampling level. Default 1 (no multisampling.)</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- <Member MemberName="VSMShadowParameters">
- <MemberSignature Language="C#" Value="public Urho.Vector2 VSMShadowParameters { get; }" />
- <MemberSignature Language="ILAsm" Value=".property instance valuetype Urho.Vector2 VSMShadowParameters" />
- <MemberType>Property</MemberType>
- <AssemblyInfo>
- <AssemblyVersion>1.0.0.0</AssemblyVersion>
- </AssemblyInfo>
- <ReturnValue>
- <ReturnType>Urho.Vector2</ReturnType>
- </ReturnValue>
- <Docs>
- <summary>Return VSM shadow parameters.</summary>
- <value>To be added.</value>
- <remarks>To be added.</remarks>
- </Docs>
- </Member>
- </Members>
- </Type>
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