Rendering Pass.
Use with FBShader.RenderingPass properties to make the shader be called at any pass. Passes will be called in the order of the enum.
Static Public Attributes |
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static const | kFBPassInvalid = 0 |
static const | kFBPassPreRender = 1 << 0 |
static const | kFBPassFlat = 1 << 1 |
static const | kFBPassLighted = 1 << 2 |
static const | kFBPassMatte = 1 << 3 |
static const | kFBPassZTranslucent = 1 << 4 |
static const | kFBPassZTranslucentAlphaTest = 1 << 5 |
static const | kFBPassTranslucent = 1 << 6 |
static const | kFBPassAddColor = 1 << 7 |
static const | kFBPassTranslucentZSort = 1 << 8 |
static const | kFBPassPostRender = 1 << 9 |
const
kFBPassInvalid = 0 [static] |
const
kFBPassPreRender = 1 << 0 [static] |
const
kFBPassFlat = 1 << 1 [static] |
const
kFBPassLighted = 1 << 2 [static] |
const
kFBPassMatte = 1 << 3 [static] |
const
kFBPassZTranslucent = 1 << 4 [static] |
const
kFBPassZTranslucentAlphaTest = 1 << 5
[static] |
const
kFBPassTranslucent = 1 << 6 [static] |
const
kFBPassAddColor = 1 << 7 [static] |
const
kFBPassTranslucentZSort = 1 << 8
[static] |
const
kFBPassPostRender = 1 << 9 [static] |