RenderContext Struct Reference
[Scene Mangement]

Inherits Service.

Inherited by RCImpl.

List of all members.

Public Methods

virtual void prepare ()=0
virtual void finish ()=0
virtual void pushState ()=0
virtual void popState ()=0
virtual void setPose (Pose *pose)=0
virtual void setCamera (Camera *camera)=0
virtual RenderServicegetRenderService ()=0
virtual void queue (Visual *visual)=0


Detailed Description

Provides a context for the rendering pass of the entity tree. Use the context like this:

    rc = Scene.RenderContext()

    function MyApp:onTimeEvent(event)
        rc:prepare()
        rootEntity:render(rc)
        rc:finish()
    end


Member Function Documentation

virtual void RenderContext::finish   [pure virtual]
 

Complete a rendering pass.

virtual RenderService* RenderContext::getRenderService   [pure virtual]
 

Retrieve the RenderService interface.

virtual void RenderContext::popState   [pure virtual]
 

After processing all of it's attributes, each entity will pop the context state before returning. This method will be called automatically by Entity::render() as appropriate.

virtual void RenderContext::prepare   [pure virtual]
 

Prepare the context for a new rendering pass.

virtual void RenderContext::pushState   [pure virtual]
 

As the entity tree is traversed, each entity will push the context state before processing it's attributes. This method will be called automatically by Entity::render() as appropriate.

virtual void RenderContext::queue Visual   visual [pure virtual]
 

Queue a visual for rendering under the current context.

virtual void RenderContext::setCamera Camera   camera [pure virtual]
 

Specify a viewpoint to use for subsequent rendering.

virtual void RenderContext::setPose Pose   pose [pure virtual]
 

Makes the specified pose "active". The world matrix of the Pose is sent to the renderer and will be applied to all subsequently queued visuals. The context will store a reference to the world matrix and make sure it gets applied to the appropriate parts of the entity tree.


The documentation for this struct was generated from the following file:


Flat Four Engine
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