SceneNodeRenderer Class |
Namespace: DigitalRune.Graphics.Rendering
The SceneNodeRenderer type exposes the following members.
Name | Description | |
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SceneNodeRenderer | Initializes a new instance of the SceneNodeRenderer class |
Name | Description | |
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CanRender |
Determines whether this renderer can handle the specified scene node.
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Dispose |
Releases all resources used by an instance of the SceneNodeRenderer class.
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Dispose(Boolean) |
Releases the unmanaged resources used by an instance of the SceneNodeRenderer
class and optionally releases the managed resources.
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Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
Render(SceneNode, RenderContext) |
Renders the specified scene node.
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Render(IListSceneNode, RenderContext) |
Renders the specified scene nodes.
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Render(IListSceneNode, RenderContext, RenderOrder) |
Renders the specified scene nodes.
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ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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IsDisposed |
Gets a value indicating whether this instance has been disposed of.
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Order |
Gets the draw order of this scene node renderer.
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A SceneNodeRenderer renders one or more types of scene nodes. For example, the MeshRenderer handles MeshNodes, the BillboardRenderer handles BillboardNodes and ParticleSystemNodes, the LensFlareRenderer handles LensFlareNode, etc.
The SceneRenderer is a special type of scene node renderer. It does not handle scene nodes itself. Instead other renderers can be added to the SceneRenderer. The collection of renderers can be treated as a single scene node renderer.
Important: Possible Switch of Render Target!
A scene node renderer may replace the current render target with a new, compatible render
target! That means that a scene node renderer may discard the current render target and set a
new render target on the graphics device and in the render context. Any references to the
previous render target will be invalid and should be updated.