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Render Binning
[Rendering]
The render sorting and batching system. More...
Classes | |
class | RenderBinManager |
The abstract base for all render bins. More... | |
class | RenderGlowMgr |
A render bin for the glow pass. More... | |
class | RenderImposterMgr |
A render bin for batch rendering imposters. More... | |
class | RenderMeshMgr |
A render bin for mesh rendering. More... | |
class | RenderObjectMgr |
A render bin which uses object callbacks for rendering. More... | |
class | RenderOcclusionMgr |
A render bin which renders occlusion query requests. More... | |
class | RenderParticleMgr |
A render bin which renders particle geometry. More... | |
class | RenderPassManager |
A grouping of render bin managers which forms a render pass. More... | |
class | RenderPassStateBin |
A non-rendering render bin used to enable/disable a RenderPassStateToken. More... | |
class | RenderPassStateToken |
Abstract base class for RenderFormatToken, used to manipulate what goes on in the render manager. More... | |
class | RenderPrePassMgr |
The render bin which performs a z+normals prepass used in Advanced Lighting. More... | |
class | RenderTerrainMgr |
A render bin for terrain mesh rendering. More... | |
class | RenderTexTargetBinManager |
An abstract base class for render bin managers that render to a named textue target. More... | |
class | RenderTranslucentMgr |
A render bin for rendering translucent meshes. More... | |
Enumerations | |
enum | RenderTexTargetSize { windowsize, windowsizescaled, fixedsize } |
What size to render the target texture. Sizes are based on the Window the render is occuring in. More... | |
Variables | |
static bool | RenderOcclusionMgr::debugRender |
A debugging feature which renders the occlusion volumes to the scene. | |
static bool | RenderTerrainMgr::renderWireframe |
Used to enable wireframe rendering on terrain for debugging. |
Detailed Description
The render sorting and batching system.
In Torque we use a binning system to do the initial ordering and batching of rendering operations.
When rendering a pass is made thru all the game objects visible in the scene. The game objects will each submit one or more RenderInst to the RenderPassManager. The pass manager maintains an ordered list of RenderBinManagers each which get a chance to consume the RenderInst.
After all the game objects have been processed the RenderPassManager lets each bin sort then render the RenderInsts they contain.
Currently from script you can only define and change the order of the bins in the RenderPassManager. To create new types of bins or add new rendering methods you will need C++ source access.
See core\scripts\client\renderManager.cs.
Enumeration Type Documentation
enum RenderTexTargetSize |
What size to render the target texture. Sizes are based on the Window the render is occuring in.
Variable Documentation
bool RenderOcclusionMgr::debugRender [static, inherited] |
A debugging feature which renders the occlusion volumes to the scene.
- See also:
- RenderOcclusionMgr
bool RenderTerrainMgr::renderWireframe [static, inherited] |
Used to enable wireframe rendering on terrain for debugging.