Axiom.Core.SceneManager.GetRenderQueue C# (CSharp) Method

GetRenderQueue() public method

Retrieves the internal render queue.
public GetRenderQueue ( ) : RenderQueue
return Axiom.Graphics.RenderQueue
		public virtual RenderQueue GetRenderQueue()
		{
			if ( this.renderQueue == null )
			{
				this.InitRenderQueue();
			}

			return this.renderQueue;
		}

Usage Example

Beispiel #1
0
        public Clipmap(SceneManager scene)
        {
            _scene = scene;
            _scene.QueueStarted += (sender, args) =>
            {
                if (args.RenderQueueId == _scene.GetRenderQueue().DefaultRenderGroup)
                    QueuePatches(_scene.GetRenderQueue());
                args.SkipInvocation = false;
            };

            using (var testMap = (Bitmap)Image.FromFile(@"height.jpg"))
            {
                _testMapWidth = testMap.Width;
                _testMapHeight = testMap.Height;
                _testMap = new float[_testMapWidth * _testMapHeight];
                var i = 0;
                for (var y = 0; y < testMap.Height; y++)
                    for (var x = 0; x < testMap.Width; x++)
                        _testMap[i++] = testMap.GetPixel(x, y).R / 255.0f;
            }

            var tu = _shader.Sampler(() => _shader.Heightmap);
            tu.DesiredFormat = PixelFormat.FLOAT32_RGB;
            tu.SetTextureFiltering(FilterOptions.Point, FilterOptions.Point, FilterOptions.None);
            tu.SetTextureAddressingMode(TextureAddressing.Wrap);
            tu.BindingType = TextureBindingType.Vertex;

            _shader.SetAuto(() => _shader.ModelViewProjectionMatrix, GpuProgramParameters.AutoConstantType.WorldViewProjMatrix);
            //_shader.SetAuto(() => _shader.NormalMatrix, GpuProgramParameters.AutoConstantType.ACT_INVERSE_TRANSPOSE_WORLDVIEW_MATRIX);
            _shader.SetAuto(() => _shader.ScaleFactor, GpuProgramParameters.AutoConstantType.Custom, 0);
            _shader.SetAuto(() => _shader.FineBlockOrigin, GpuProgramParameters.AutoConstantType.Custom, 1);

            Position = new IntFloatVector2(new IntFloat(-_testMapWidth / 4), new IntFloat(-_testMapHeight / 4));

            Locations = new PatchLocations(H, M);

            var scale = Scale;
            var scaleInt = 1;

            for (var i = 0; i < Levels; i++)
            {
                _levels[i] = new ClipmapLevel(scale, scaleInt, this);
                var level = _levels[i];
                tu.SetTextureName(level.Heightmap.Name);
                var m = _shader.CloneMaterial("ClipmapLevel" + i);
                _levels[i].Material = m;

                scale *= 2.0f;
                scaleInt *= 2;
            }

            UpdatePosition();
            Reset();

            _initialized = true;
        }
SceneManager