| SpriteRendererRender Method (IListSceneNode, RenderContext, RenderOrder) |
Renders the specified scene nodes.
Namespace: DigitalRune.Graphics.RenderingAssembly: DigitalRune.Graphics (in DigitalRune.Graphics.dll) Version: 1.2.0.0 (1.2.1.14562)
Syntax public override void Render(
IList<SceneNode> nodes,
RenderContext context,
RenderOrder order
)
Public Overrides Sub Render (
nodes As IList(Of SceneNode),
context As RenderContext,
order As RenderOrder
)
public:
virtual void Render(
IList<SceneNode^>^ nodes,
RenderContext^ context,
RenderOrder order
) override
abstract Render :
nodes : IList<SceneNode> *
context : RenderContext *
order : RenderOrder -> unit
override Render :
nodes : IList<SceneNode> *
context : RenderContext *
order : RenderOrder -> unit
Parameters
- nodes
- Type: System.Collections.GenericIListSceneNode
The scene nodes. The list may contain null entries. - context
- Type: DigitalRune.GraphicsRenderContext
The render context. (The property CameraNode selects the
currently active camera. Some renderers require additional information in the render
context. See remarks.)
- order
- Type: DigitalRune.Graphics.RenderingRenderOrder
The render order.
Exceptions Remarks
For mesh nodes: The
RenderPass in the render context determines
the effect binding that should be used for rendering meshes. The effect binding might
require additional information in the render context.
See Also