MaterialPassBase provides an abstract base class for material shader passes.
protected var _alphaPremultiplied:Boolean
protected var _animatableAttributes:Array
protected var _animationSet:IAnimationSet
protected var _animationTargetRegisters:Array
protected var _defaultCulling:String = back
protected var _depthCompareMode:String = less
protected var _material:MaterialBase
protected var _mipmap:Boolean = true
protected var _numDirectionalLights:uint
protected var _numLightProbes:uint
protected var _numPointLights:uint
protected var _numUsedFragmentConstants:uint
protected var _numUsedStreams:uint
protected var _numUsedTextures:uint
protected var _numUsedVertexConstants:uint
arcane var _program3Dids:Vector.<int>
arcane var _program3Ds:Vector.<Program3D>
protected var _repeat:Boolean = false
protected var _smooth:Boolean = true
alphaPremultiplied:Boolean
Implementation public function get alphaPremultiplied():Boolean
public function set alphaPremultiplied(value:Boolean):void
animationSet:IAnimationSet
The animation used to add vertex code to the shader code.
Implementation public function get animationSet():IAnimationSet
public function set animationSet(value:IAnimationSet):void
bothSides:Boolean
Defines whether or not the material should perform backface culling.
Implementation public function get bothSides():Boolean
public function set bothSides(value:Boolean):void
depthCompareMode:String
Implementation public function get depthCompareMode():String
public function set depthCompareMode(value:String):void
material:MaterialBase
The material to which this pass belongs.
Implementation public function get material():MaterialBase
public function set material(value:MaterialBase):void
mipmap:Boolean
Defines whether any used textures should use mipmapping.
Implementation public function get mipmap():Boolean
public function set mipmap(value:Boolean):void
numDirectionalLights:uint
Implementation arcane function get numDirectionalLights():uint
arcane function set numDirectionalLights(value:uint):void
numLightProbes:uint
[write-only]
Implementation arcane function set numLightProbes(value:uint):void
numPointLights:uint
Implementation arcane function get numPointLights():uint
arcane function set numPointLights(value:uint):void
numUsedStreams:uint
[read-only]
The amount of used vertex streams in the vertex code. Used by the animation code generation to know from which index on streams are available.
Implementation public function get numUsedStreams():uint
numUsedVertexConstants:uint
[read-only]
The amount of used vertex constants in the vertex code. Used by the animation code generation to know from which index on registers are available.
Implementation public function get numUsedVertexConstants():uint
renderToTexture:Boolean
[read-only]
Specifies whether this pass renders to texture
Implementation public function get renderToTexture():Boolean
repeat:Boolean
Defines whether textures should be tiled.
Implementation public function get repeat():Boolean
public function set repeat(value:Boolean):void
smooth:Boolean
Defines whether smoothing should be applied to any used textures.
Implementation public function get smooth():Boolean
public function set smooth(value:Boolean):void
public function MaterialPassBase(renderToTexture:Boolean = false)
Creates a new MaterialPassBase object.
Parameters | renderToTexture:Boolean (default = false )
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arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D, textureRatioX:Number, textureRatioY:Number):void
Parameters
public function dispose():void
Cleans up any resources used by the current object.
arcane function getFragmentCode():String
Returns arcane function getVertexCode(code:String):String
Parameters
Returns arcane function invalidateShaderProgram(updateMaterial:Boolean = true):void
Marks the shader program as invalid, so it will be recompiled before the next render.
Parameters
| updateMaterial:Boolean (default = true ) — Indicates whether the invalidation should be performed on the entire material. Should always pass "true" unless it's called from the material itself.
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arcane function updateProgram(stage3DProxy:Stage3DProxy):void
Compiles the shader program.
Parameters
| stage3DProxy:Stage3DProxy — An optional register that contains an amount by which to inflate the model (used in single object depth map rendering).
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Tue Jul 17 2012, 10:37 AM +01:00