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DigitalRuneRebuildZBufferRenderer Class
Reconstructs the hardware Z-buffer from the G-buffer.
Inheritance Hierarchy
SystemObject
  DigitalRune.Graphics.RenderingRebuildZBufferRenderer

Namespace: DigitalRune.Graphics.Rendering
Assembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax
public class RebuildZBufferRenderer

The RebuildZBufferRenderer type exposes the following members.

Constructors
  NameDescription
Public methodRebuildZBufferRenderer
Initializes a new instance of the RebuildZBufferRenderer class.
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Methods
  NameDescription
Public methodEquals
Determines whether the specified Object is equal to the current Object.
(Inherited from Object.)
Protected methodFinalize
Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection.
(Inherited from Object.)
Public methodGetHashCode
Serves as a hash function for a particular type.
(Inherited from Object.)
Public methodGetType
Gets the Type of the current instance.
(Inherited from Object.)
Protected methodMemberwiseClone
Creates a shallow copy of the current Object.
(Inherited from Object.)
Public methodRender(RenderContext, Vector4F)
Rebuilds the current hardware Z-buffer from the G-Buffer and writes the specified color value to the current render target.
Public methodRender(RenderContext, Texture2D)
Rebuilds the current hardware Z-buffer from the G-Buffer and copies the specified texture to the render target.
Public methodRender(RenderContext, Boolean)
Rebuilds the current hardware Z-buffer from the G-Buffer and clears or preserves the current render target.
Public methodToString
Returns a string that represents the current object.
(Inherited from Object.)
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Properties
  NameDescription
Public propertyFarBias
Gets or sets the factor used to bias the camera far plane distance to avoid z-fighting.
Public propertyNearBias
Gets or sets the factor used to bias the camera near plane distance to avoid z-fighting.
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Remarks

This renderer reads the G-Buffer and outputs depth to the hardware Z-buffer. The resulting Z-buffer is not totally accurate but should be good enough for most operations.

Render Target and Viewport:
This renderer renders into the current render target and viewport of the graphics device.

See Also