public GetQueueGroup ( RenderQueueGroupID queueID ) : RenderQueueGroup | ||
queueID | RenderQueueGroupID | ID of the queue group to retreive. |
return | RenderQueueGroup |
public RenderQueueGroup GetQueueGroup( RenderQueueGroupID queueID )
{
RenderQueueGroup group = renderGroups[ queueID ] as RenderQueueGroup;
// see if there is a current queue group for this group id
if ( group == null )
{
// create a new queue group for this group id
group = new RenderQueueGroup( this, splitPassesByLightingType,
splitNoShadowPasses,
shadowCastersCannotBeReceivers );
// add the new group to cached render group
renderGroups.Add( queueID, group );
}
return group;
}
/// <summary> /// Internal method for initializing the render queue. /// </summary> /// <remarks> /// Subclasses can use this to install their own <see cref="RenderQueue"/> implementation. /// </remarks> protected virtual void InitRenderQueue() { renderQueue = new RenderQueue(); // init render queues that do not need shadows renderQueue.GetQueueGroup(RenderQueueGroupID.Background).ShadowsEnabled = false; renderQueue.GetQueueGroup(RenderQueueGroupID.Overlay).ShadowsEnabled = false; renderQueue.GetQueueGroup(RenderQueueGroupID.SkiesEarly).ShadowsEnabled = false; renderQueue.GetQueueGroup(RenderQueueGroupID.SkiesLate).ShadowsEnabled = false; }