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 | |
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] |