Torque 3D - Script Manual: Render Binning

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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

What size to render the target texture. Sizes are based on the Window the render is occuring in.

Enumerator:
windowsize 

Render to the size of the window.

windowsizescaled 

Render to the size of the window, scaled to the render target's size.

fixedsize 

Don't scale the target texture, and render to its default size.


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.



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