
Use with FBShader::RenderingPass properties to make the shader be called at any pass. Passes will be called in the order of the enum.
Public Attributes |
|
| kFBPassInvalid | |
| No pass selected. |
|
| kFBPassPreRender | |
| Before anything. |
|
| kFBPassFlat | |
| Lighting off. |
|
| kFBPassLighted | |
| Lighting on. |
|
| kFBPassMatte | |
| Alpha > 0.5 will show up. |
|
| kFBPassZTranslucent | |
| Writes to depth buffer. |
|
| kFBPassZTranslucentAlphaTest | |
| Writes to depth buffer where Alpha > 0.5.
|
|
| kFBPassTranslucent | |
| Models are blended. |
|
| kFBPassAddColor | |
| Models are blended additively. |
|
| kFBPassTranslucentZSort | |
| Models are sorted and blended. |
|
| kFBPassPostRender | |
| After everything. |
|
No pass selected.
Before anything.
Lighting off.
Lighting on.
Alpha > 0.5 will show up.
Writes to depth buffer.
Writes to depth buffer where Alpha > 0.5.
Models are blended.
Models are blended additively.
Models are sorted and blended.
After everything.
1.5.3