MaterialPassBase
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 |
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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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