LightRenderer Class |
Namespace: DigitalRune.Graphics.Rendering
The LightRenderer type exposes the following members.
Name | Description | |
---|---|---|
LightRenderer |
Initializes a new instance of the LightRenderer class.
|
Name | Description | |
---|---|---|
CanRender |
Determines whether this renderer can handle the specified scene node.
(Overrides SceneRendererCanRender(SceneNode, RenderContext).) | |
Dispose |
Releases all resources used by an instance of the SceneNodeRenderer class.
(Inherited from SceneNodeRenderer.) | |
Dispose(Boolean) |
Releases the unmanaged resources used by an instance of the SceneNodeRenderer
class and optionally releases the managed resources.
(Inherited from SceneRenderer.) | |
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.
(Inherited from SceneNodeRenderer.) | |
Render(IListSceneNode, RenderContext) |
Renders the specified scene nodes.
(Inherited from SceneNodeRenderer.) | |
Render(IListSceneNode, RenderContext, RenderOrder) |
Renders the specified scene nodes.
(Inherited from SceneRenderer.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
---|---|---|
IsDisposed |
Gets a value indicating whether this instance has been disposed of.
(Inherited from SceneNodeRenderer.) | |
Order |
Gets the draw order of this scene node renderer.
(Inherited from SceneNodeRenderer.) | |
Renderers |
Gets the list of scene node renderers managed by this instance.
(Inherited from SceneRenderer.) |
The LightRenderer handles AmbientLights, DirectionalLights, PointLights, ProjectorLights, and Spotlights.
GBuffer0, and GBuffer1 need to be set in the render context.
Render Targets and Viewport:
This renderer renders into the current render target and viewport of the graphics device. The
render target should be the light buffer.