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

interface IShaderTechnique in Tinman.AddOns.Rendering

interface IShaderTechnique extends IBeginEnd
  IDisposable
  IRenderState
  base of ShaderTechnique

Attributes

LifecycleState

Returns the lifecycle state of this object.

property LifecycleState { get }
type LifecycleState
value The lifecycle state.
inherited ILifecycleState.LifecycleState

Name

The name of this shader technique.

property Name { get }
type string
value [not-null] The technique. name.

PassCount

The number of rendering passes of this technique.

property PassCount { get }
type int32
value [>=1] The number of rendering passes.

PassNames

Returns the names of all passes of this technique.

property PassNames { get }
type string[]
value [not-null] The list of technique pass names.

See also:

Pass

Methods

AcquireTry

Acquires a strong reference to this disposable object.

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

AlphaToCoverage

Manually enables or disables alpha-to-coverage, if supported.

method AlphaToCoverage (bool value)
type bool
params value true to enable alpha-to-coverage, false to disable it.
returns true if alpha-to-coverage has been enabled,
false in one of these cases:
  • The value parameter is false.
  • Alpha-to-coverage is not supported.
  • Alpha-to-coverage is supported but must be enabled in the shader effect source.
inherited IRenderState.AlphaToCoverage

Remarks:

If a render API does not support setting the alpha-to-coverage state in the shader effect source, this method can be used to enable it from code.

See also:

BeginPass

Begin

Begins an access to this object.

method Begin ()
inherited IBeginEnd.Begin

Remarks:

See the documentation of the class which implements this interface for details on the operations that must be wrapped in Begin and End calls.

See also:

BeginEnd

BeginPass

Begins to render using the given pass of this technique.

method BeginPass (int32 pass = 0)
params pass [0..PassCount-1] Index of rendering pass. Defaults to 0.

Remarks:

Render state can only be modified via IRenderState between calls of BeginPass and EndPass.

See also:

IShaderEffect.ApplyChanges

CullMode

The cull mode to use for rendering primitives.

method CullMode (int32 mode)
params mode The cull mode:
< 0: invert cull mode of technique.
> 0: keep cull mode of technique.
= 0: disable culling.
inherited IRenderState.CullMode

See also:

BeginPass

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]
method Dispose ()
inherited IDisposable.Dispose

Remarks:

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

End

Ends the current access to this object.

method End ()
inherited IBeginEnd.End

Remarks:

See the documentation of the class which implements this interface for details on the operations that must be wrapped in Begin and End calls.

See also:

BeginEnd

EndPass

Ends rendering of the current pass.

method EndPass ()

See also:

IShaderEffect.ApplyChanges

HasPass

Checks if a render pass of the given name exists.

[Pure]
method HasPass (string name)
type bool
params name [not-empty] The shader technique render pass name.
returns true if the render pass exists, false if not.

Pass

Returns a render pass of this shader technique by its name.

[Pure]
method Pass (string name)
type ShaderPass
params name [not-null] The shader technique render pass name.
returns [not-null] The render pass.

See also:

HasPass

Exceptions:

PassAt

Returns a render pass of this shader technique by its index.

[Pure]
method PassAt (int32 index)
type ShaderPass
params index The shader technique pass index.
returns [not-null] The render pass.

Exceptions:

Extensions

BeginPass

Begins to render using the given pass of this technique.

method BeginPass (ShaderPass pass)
params pass The render pass or null for the first pass (i.e. index 0).

Remarks:

Render state can only be modified via IRenderState between calls of BeginPass and EndPass.

See also:

IShaderEffect.ApplyChanges