TINMAN 3D / REALTIME TERRAIN
Software Development Kit - User Manual

class Sky in Tinman.AddOns.Components

Shader wrapper for Tinman.Sky.

sealed class Sky extends Disposable
  implements IRenderable

Public / Attributes

EnvironmentMap

public property EnvironmentMap { get set }
type ITextureCube
value

Horizon

public property Horizon { get set }
type float32
value

LifecycleState

Returns the lifecycle state of this object.

public virtual property LifecycleState { get }
type LifecycleState
value The lifecycle state.
inherited Disposable.LifecycleState

LightSpace

public property LightSpace { get set }
type Mat3F
value

UniformColor

Uniform sky color to use if no environment map has been set.

public property UniformColor { get set }
type int64
value The uniform sky color.

Remarks:

Defaults to the spectacular color of LightSkyBlue.

ViewProjection

public property ViewProjection { get set }
type Mat4F
value

Public / Constructors

Sky

Creates a new instance of Sky.

public constructor Sky (IGraphicsContext context)
params context [not-null] The graphics context to use.

Public / Methods

AcquireTry

Acquires a strong reference to this disposable object.

[OwnerReturn, ThreadSafe]
public method AcquireTry ()
type IDisposable
returns this if a new strong reference has been acquired, null if this object is already being disposed.
inherited Disposable.AcquireTry

Remarks:

The object will not be actually disposed by calls to Dispose when there is at least one strong reference left. Code that calls the AcquireTry method is responsible for calling the Dispose method accordingly.

This method is not intended to be used in performance-critical code. It should only be used to high-level resource management.

Dispose

Releases all resources held by this object if there are no more strong references to it, decrements the reference counter by one otherwise.

[Dispose, OwnerThis, ThreadSafe]
public method Dispose ()
inherited Disposable.Dispose

Remarks:

The Dispose method silently returns if the object has already been disposed.

Render

Performs rendering.

public method Render ()
implements IRenderable.Render

Remarks:

Implementing methods must not assume that any specific render state is in place when being called. Instead, the implementing method is responsible for setting up all state that is required for rendering.

Usually, implementing classes receive their current graphics context directly or indirectly from GraphicsContextAttach or GraphicsAttach.

In order to maximize parallelism between the CPU and GPU, only actual rendering (using the current graphics context) should be performed here. All other preparation resp. setup should be done in RenderPrepare instead.

See also:

IApplication.GraphicsContextAttach
IGraphicsComponent.GraphicsAttach

RenderPrepare

Prepares rendering.

public method RenderPrepare ()
implements IRenderPreparable.RenderPrepare

Remarks:

This method is called before Render, when the graphics context has not yet begun to render the scene.

All setup work that does not require a graphics context (e.g. matrix computation, per-frame visibility determination) should be done here. This can help to maximize parallelism between the CPU and the GPU.