MaterialPassBase provides an abstract base object for material shader passes. A material pass constitutes at least a render call per required renderable.


Inherited from EventDispatcher.


Created MaterialPassBase has properties:

alphaPremultiplied

Boolean. Indicates whether visible textures (or other pixels) used by this material have already been premultiplied.

animationRegisterCache

(AnimationRegisterCache)

animationSet

Returns the animation data set adding animations to the material. Can be ParticleAnimationSet, SkeletonAnimationSet, SpriteSheetAnimationSet, UVAnimationSet, VertexAnimationSet

bothSides

Boolean. Defines whether or not the material should perform backface culling.

depthCompareMode

The depth compare mode used to render the renderables using this material. (Context3DCompareMode)

material

(MaterialBase) The material to which this pass belongs.

mipmap

Boolean. Defines whether any used textures should use mipmapping.

needFragmentAnimation

Boolean. [read-only]

needUVAnimation

Boolean. [read-only] Indicates whether the pass requires any UV animatin code.

numUsedFragmentConstants

Int. [read-only] The amount of used fragment constants in the fragment code.

numUsedStreams

Int. [read-only] The amount of used vertex streams in the vertex code.

numUsedVaryings

Int. [read-only]

numUsedVertexConstants

Int. [read-only] The amount of used vertex constants in the vertex code.

renderToTexture

Boolean. [read-only] Specifies whether this pass renders to texture

repeat

Boolean. Defines whether textures should be tiled.

smooth

Boolean. Defines whether smoothing should be applied to any used textures.

writeDepth

Boolean. Indicate whether this pass should write to the depth buffer or not.


methods:

dispose()

Cleans up any resources used by the current object.


setBlendMode(value)

The blend mode to use when drawing this renderable.

value - (BlendMode)

The blend mode to use when drawing this renderable. The following blend modes are supported:

BlendMode.NORMAL: No blending, unless the material inherently needs it

BlendMode.LAYER: Force blending. This will draw the object the same as NORMAL, but without writing depth writes.

BlendMode.MULTIPLY

BlendMode.ADD

BlendMode.ALPHA


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