Package | away3d.materials.passes |
Class | public class SingleObjectDepthPass |
Inheritance | SingleObjectDepthPass MaterialPassBase |
Property | Defined by | ||
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animation : AnimationBase
The animation used to add vertex code to the shader code.
| MaterialPassBase | ||
bothSides : Boolean
Defines whether or not the material should perform backface culling.
| MaterialPassBase | ||
lights : Vector [write-only]
| SingleObjectDepthPass | ||
material : MaterialBase
The material to which this pass belongs.
| MaterialPassBase | ||
mipmap : Boolean
Defines whether any used textures should use mipmapping.
| MaterialPassBase | ||
numUsedStreams : uint
The amount of used vertex streams in the vertex code.
| MaterialPassBase | ||
numUsedVertexConstants : uint
The amount of used vertex constants in the vertex code.
| MaterialPassBase | ||
repeat : Boolean
Defines whether textures should be tiled.
| MaterialPassBase | ||
smooth : Boolean
Defines whether smoothing should be applied to any used textures.
| MaterialPassBase |
Method | Defined by | ||
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SingleObjectDepthPass
(textureSize:uint = 512, polyOffset:Number = 15)
Creates a new SingleObjectDepthPass object.
| SingleObjectDepthPass | ||
dispose(deep:Boolean):void
Cleans up any resources used by the current object.
| SingleObjectDepthPass |
Method | Defined by | ||
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initPass(context:Context3D, contextIndex:uint):void
Initializes the shader program object.
| MaterialPassBase | ||
updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
| SingleObjectDepthPass |
lights | property |
lights:Vector
[write-only]Implementation
public function set lights(value:Vector):void
SingleObjectDepthPass | () | constructor |
public function SingleObjectDepthPass(textureSize:uint = 512, polyOffset:Number = 15)
Parameters
textureSize:uint (default = 512 ) — The size of the depth map texture to render to.
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polyOffset:Number (default = 15 ) — The amount by which the rendered object will be inflated, to prevent depth map rounding errors.
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activate | () | method |
arcane override function activate(context:Context3D, contextIndex:uint, camera:Camera3D):void
Parameters
context:Context3D |
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contextIndex:uint |
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camera:Camera3D |
dispose | () | method |
public override function dispose(deep:Boolean):void
Cleans up any resources used by the current object.
Parametersdeep:Boolean — Indicates whether other resources should be cleaned up, that could potentially be shared across different instances.
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getDepthMaps | () | method |
arcane function getDepthMaps(renderable:IRenderable, contextIndex:int):Vector
Gets the depth maps rendered for this object from all lights.
Parametersrenderable:IRenderable — The renderable for which to retrieve the depth maps
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contextIndex:int |
Vector — A list of depth map textures for all supported lights.
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getFragmentCode | () | method |
arcane override function getFragmentCode():String
Returns
String |
getProjections | () | method |
arcane function getProjections(renderable:IRenderable):Vector
Retrieves the depth map projection maps for all lights.
Parametersrenderable:IRenderable — The renderable for which to retrieve the projection maps.
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Vector — A list of projection maps for all supported lights.
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getVertexCode | () | method |
arcane override function getVertexCode():String
Returns
String |
render | () | method |
arcane override function render(renderable:IRenderable, context:Context3D, contextIndex:uint, camera:Camera3D):void
Renders an object to the current render target.
Parametersrenderable:IRenderable — The IRenderable object to render.
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context:Context3D — The context which is performing the rendering.
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contextIndex:uint — The camera from which the scene is viewed.
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camera:Camera3D — The lights which influence the rendered scene.
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updateProgram | () | method |
protected override function updateProgram(context:Context3D, contextIndex:uint, polyOffsetReg:String = null):void
Compiles the shader program.
Parameterscontext: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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