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public interface IRenderHook
Provides a hook into the rendering pipeline of Object3Ds. This is meant to be
used for executing your own OpenGL (or whatever...) code directly in the
render pipeline.
A render hook is attached to an Object3D. However, this doesn't mean that
it's only called once per object. In fact, an object can be compiled into
hundreds of display lists/vertex arrays. These methods will be called for
each of them, if they are going to be rendered in this frame.
Method Summary | |
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void |
afterRendering(int polyID)
Will be called immediately after the actual rendering takes place. |
void |
beforeRendering(int polyID)
Will be called immediately before the actual rendering takes place. |
void |
onDispose()
Will be called, if the underlying compiled structures get disposed. |
boolean |
repeatRendering()
If this returns true, the same geometry that was rendered will be rendered again using the exact same settings. beforeRendering() won't be called again. afterRendering() won't be called yet. |
void |
setCurrentObject3D(Object3D obj)
Sets the currently rendered object. |
void |
setCurrentShader(GLSLShader shader)
Sets the currently active shader. |
void |
setTransparency(float transparency)
Set which transparency value is used for this object. |
Method Detail |
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void beforeRendering(int polyID)
polyID
- the ID of the polygon that is first in the current list that
is about to render.void afterRendering(int polyID)
polyID
- the ID of the polygon that is first in the current list that
is about to render.void setCurrentObject3D(Object3D obj)
obj
- the current Object3Dvoid setCurrentShader(GLSLShader shader)
shader
- the shader or null if none is usedvoid setTransparency(float transparency)
void onDispose()
boolean repeatRendering()
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