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RenderPassStateToken Class Reference
[Render Binning]
Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager. More...
Public Member Functions | |
void | disable () |
Disables the token. | |
void | enable () |
Enables the token. | |
void | toggle () |
Toggles the token from enabled to disabled or vice versa. | |
Public Attributes | |
bool | enabled |
Enables or disables this token. |
Detailed Description
Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager.
You cannot actually instantiate RenderPassToken, only its child: RenderFormatToken. RenderFormatToken is an implementation which changes the format of the back buffer and/or the depth buffer.
The RenderPassStateBin manager changes the rendering state associated with a token it is declared with. In stock Torque 3D, a single example exists in the way of AL_FormatToken (found in renderManager.cs). In that script file, all the render managers are intialized, and a single RenderFormatToken is used. This implementation basically exists to ensure Advanced Lighting works with MSAA.
- See also:
- RenderFormatToken
- RenderPassStateBin
- game/core/scripts/client/renderManager.cs
Member Function Documentation
void RenderPassStateToken::disable | ( | ) |
Disables the token.
void RenderPassStateToken::enable | ( | ) |
Enables the token.
void RenderPassStateToken::toggle | ( | ) |
Toggles the token from enabled to disabled or vice versa.
Member Data Documentation
Enables or disables this token.