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RenderGeometry Class

A geometry to assigned to the Object component of a Node and to be drawn by a RenderSystem. See CreateGeometry to create this object.

Inherits:GpuResource
Used by:Decorator, Object, Plus, RenderSystemAsync, RenderSystem, RenderableSystem, SimpleGraphicEngine and SimpleGraphicSceneOverlay

Member Functions

RenderGeometry
RenderGeometry
Constructor()
Constructor(string name)
RenderGeometryGetLodProxy()
floatGetLodProxyDistance()
RenderMaterialGetMaterial(UInt32 index)
intGetMaterialCount()
MinMaxGetMinMax()
RenderGeometryGetShadowProxy()
voidSetLodProxy(RenderGeometry proxy, float distance)
voidSetLodProxyDistance(float distance)
boolSetMaterial(UInt32 index, RenderMaterial material)
voidSetNullLodProxy()
voidSetNullShadowProxy()
voidSetShadowProxy(RenderGeometry proxy)

Related Global Functions

RenderGeometryCastGpuResourceToRenderGeometry(GpuResource o)
FutureVoidIsoSurfaceToRenderGeometry(RenderSystem render_system, IsoSurface iso, RenderGeometry geo, RenderMaterial mat)
FutureVoidPolygoniseIsoSurfaceToRenderGeometry(RenderSystem render_system, RenderGeometry geo, RenderMaterial mat, UInt32 width, UInt32 height, UInt32 depth, BinaryData field, float isolevel, IsoSurface iso)

Member Function Documentation

RenderMaterial GetMaterial(UInt32 index)
Return a material from the material table.

geo = node:object:GetGeometry()
mat = geo:GetMaterial(0)

int GetMaterialCount()
Return the number of materials in the material table.
MinMax GetMinMax()
Return the geometry bounding box in local space.
void SetLodProxy(RenderGeometry proxy, float distance)
Set a level-of-detail (LOD) geometry proxy for this geometry.

The proxy geometry is drawn in place of this geometry when its distance to the camera is greater than the specified LOD distance.

Note: LOD proxies can be chained.

bool SetMaterial(UInt32 index, RenderMaterial material)
Set a material entry in the material table.
void SetShadowProxy(RenderGeometry proxy)
Set a shadow proxy for this geometry.

The proxy geometry is drawn in place of this geometry when rendering shadow maps.