MaterialPassBase provides an abstract base class for material shader passes.
protected var _animatableAttributes:Array
animation:AnimationBase
[read-write]
The animation used to add vertex code to the shader code.
Implementation
public function get animation():AnimationBase
public function set animation(value:AnimationBase):void
bothSides:Boolean
[read-write]
Defines whether or not the material should perform backface culling.
Implementation
public function get bothSides():Boolean
public function set bothSides(value:Boolean):void
protected var _lights:Vector
lights:Vector
[read-write]Implementation
public function get lights():Vector
public function set lights(value:Vector):void
material:MaterialBase
[read-write]
The material to which this pass belongs.
Implementation
public function get material():MaterialBase
public function set material(value:MaterialBase):void
protected var _mipmap:Boolean = false
mipmap:Boolean
[read-write]
Defines whether any used textures should use mipmapping.
Implementation
public function get mipmap():Boolean
public function set mipmap(value:Boolean):void
protected var _numLights:uint
protected var _numUsedStreams:uint
numUsedStreams:uint
[read-only]
The amount of used vertex streams in the vertex code. Used by the animation code generation to know from which index on streams are available.
Implementation
public function get numUsedStreams():uint
protected var _numUsedVertexConstants:uint
numUsedVertexConstants:uint
[read-only]
The amount of used vertex constants in the vertex code. Used by the animation code generation to know from which index on registers are available.
Implementation
public function get numUsedVertexConstants():uint
protected var _projectedTargetRegister:String
protected var _repeat:Boolean = false
repeat:Boolean
[read-write]
Defines whether textures should be tiled.
Implementation
public function get repeat():Boolean
public function set repeat(value:Boolean):void
protected var _smooth:Boolean = true
smooth:Boolean
[read-write]
Defines whether smoothing should be applied to any used textures.
Implementation
public function get smooth():Boolean
public function set smooth(value:Boolean):void
protected var _targetRegisters:Array
public function MaterialPassBase()
Init Parameters
arcane function activate(context:Context3D, contextIndex:uint, camera:Camera3D):void
Parameters
| context:Context3D |
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| contextIndex:uint |
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| camera:Camera3D |
public function dispose(deep:Boolean):void
Cleans up any resources used by the current object.
Parameters
| deep:Boolean — Indicates whether other resources should be cleaned up, that could potentially be shared across different instances.
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arcane function getFragmentCode():String
Returns
arcane function getVertexCode():String
Returns
protected function initPass(context:Context3D, contextIndex:uint):void
Initializes the shader program object.
Parameters
| context:Context3D |
|
| contextIndex:uint |
arcane function invalidateShaderProgram():void
Marks the shader program as invalid, so it will be recompiled before the next render.
protected function updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
Parameters
| context:Context3D — The context for which to compile the shader program.
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| contextIndex:uint — An optional register that contains an amount by which to inflate the model (used in single object depth map rendering).
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| polyOffsetReg:String (default = null )
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