RenderCommandType.xml 5.4 KB

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  1. <Type Name="RenderCommandType" FullName="Urho.RenderCommandType">
  2. <TypeSignature Language="C#" Value="public enum RenderCommandType" />
  3. <TypeSignature Language="ILAsm" Value=".class public auto ansi sealed RenderCommandType extends System.Enum" />
  4. <AssemblyInfo>
  5. <AssemblyName>Urho</AssemblyName>
  6. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  7. </AssemblyInfo>
  8. <Base>
  9. <BaseTypeName>System.Enum</BaseTypeName>
  10. </Base>
  11. <Docs>
  12. <summary>
  13. Rendering path command types.
  14. </summary>
  15. <remarks>
  16. <para />
  17. </remarks>
  18. </Docs>
  19. <Members>
  20. <Member MemberName="Clear">
  21. <MemberSignature Language="C#" Value="Clear" />
  22. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Clear = int32(1)" />
  23. <MemberType>Field</MemberType>
  24. <AssemblyInfo>
  25. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  26. </AssemblyInfo>
  27. <ReturnValue>
  28. <ReturnType>Urho.RenderCommandType</ReturnType>
  29. </ReturnValue>
  30. <Docs>
  31. <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>
  32. </Docs>
  33. </Member>
  34. <Member MemberName="Forwardlights">
  35. <MemberSignature Language="C#" Value="Forwardlights" />
  36. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Forwardlights = int32(4)" />
  37. <MemberType>Field</MemberType>
  38. <AssemblyInfo>
  39. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  40. </AssemblyInfo>
  41. <ReturnValue>
  42. <ReturnType>Urho.RenderCommandType</ReturnType>
  43. </ReturnValue>
  44. <Docs>
  45. <summary>Render per-pixel forward lighting for opaque objects with the specified pass name. Shadow maps are also rendered as necessary.</summary>
  46. </Docs>
  47. </Member>
  48. <Member MemberName="Lightvolumes">
  49. <MemberSignature Language="C#" Value="Lightvolumes" />
  50. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Lightvolumes = int32(5)" />
  51. <MemberType>Field</MemberType>
  52. <AssemblyInfo>
  53. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  54. </AssemblyInfo>
  55. <ReturnValue>
  56. <ReturnType>Urho.RenderCommandType</ReturnType>
  57. </ReturnValue>
  58. <Docs>
  59. <summary>Render deferred light volumes using the specified shaders. G-buffer textures can be bound as necessary.</summary>
  60. </Docs>
  61. </Member>
  62. <Member MemberName="None">
  63. <MemberSignature Language="C#" Value="None" />
  64. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType None = int32(0)" />
  65. <MemberType>Field</MemberType>
  66. <AssemblyInfo>
  67. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  68. </AssemblyInfo>
  69. <ReturnValue>
  70. <ReturnType>Urho.RenderCommandType</ReturnType>
  71. </ReturnValue>
  72. <Docs>
  73. <summary>To be added.</summary>
  74. </Docs>
  75. </Member>
  76. <Member MemberName="Quad">
  77. <MemberSignature Language="C#" Value="Quad" />
  78. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Quad = int32(3)" />
  79. <MemberType>Field</MemberType>
  80. <AssemblyInfo>
  81. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  82. </AssemblyInfo>
  83. <ReturnValue>
  84. <ReturnType>Urho.RenderCommandType</ReturnType>
  85. </ReturnValue>
  86. <Docs>
  87. <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>
  88. </Docs>
  89. </Member>
  90. <Member MemberName="Renderui">
  91. <MemberSignature Language="C#" Value="Renderui" />
  92. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Renderui = int32(6)" />
  93. <MemberType>Field</MemberType>
  94. <AssemblyInfo>
  95. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  96. </AssemblyInfo>
  97. <ReturnValue>
  98. <ReturnType>Urho.RenderCommandType</ReturnType>
  99. </ReturnValue>
  100. <Docs>
  101. <summary>Render the UI into the output rendertarget. Using this will cause the default %UI render to the backbuffer to be skipped.</summary>
  102. </Docs>
  103. </Member>
  104. <Member MemberName="Scenepass">
  105. <MemberSignature Language="C#" Value="Scenepass" />
  106. <MemberSignature Language="ILAsm" Value=".field public static literal valuetype Urho.RenderCommandType Scenepass = int32(2)" />
  107. <MemberType>Field</MemberType>
  108. <AssemblyInfo>
  109. <AssemblyVersion>1.0.0.0</AssemblyVersion>
  110. </AssemblyInfo>
  111. <ReturnValue>
  112. <ReturnType>Urho.RenderCommandType</ReturnType>
  113. </ReturnValue>
  114. <Docs>
  115. <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>
  116. </Docs>
  117. </Member>
  118. </Members>
  119. </Type>