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RenderPassStateToken Class Reference
[Render Binning]

Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager. More...

Inheritance diagram for RenderPassStateToken:
Inheritance graph
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List of all members.

Public Member Functions

void disable ()
 Disables the token.
void enable ()
 Enables the token.
void toggle ()
 Toggles the token from enabled to disabled or vice versa.

Public Attributes

bool enabled
 Enables or disables this token.

Detailed Description

Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager.

You cannot actually instantiate RenderPassToken, only its child: RenderFormatToken. RenderFormatToken is an implementation which changes the format of the back buffer and/or the depth buffer.

The RenderPassStateBin manager changes the rendering state associated with a token it is declared with. In stock Torque 3D, a single example exists in the way of AL_FormatToken (found in renderManager.cs). In that script file, all the render managers are intialized, and a single RenderFormatToken is used. This implementation basically exists to ensure Advanced Lighting works with MSAA.

See also:
RenderFormatToken
RenderPassStateBin
game/core/scripts/client/renderManager.cs

Member Function Documentation

void RenderPassStateToken::disable (  ) 

Disables the token.

void RenderPassStateToken::enable (  ) 

Enables the token.

void RenderPassStateToken::toggle (  ) 

Toggles the token from enabled to disabled or vice versa.


Member Data Documentation

Enables or disables this token.



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