The SingleObjectDepthPass provides a material pass that renders a single object to a depth map from the point
of view from a light.
public function SingleObjectDepthPass(textureSize:uint = 512, polyOffset:Number = 15)
Creates a new SingleObjectDepthPass object.
Parameters | textureSize:uint (default = 512 ) — The size of the depth map texture to render to.
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| polyOffset:Number (default = 15 ) — The amount by which the rendered object will be inflated, to prevent depth map rounding errors.
todo: provide custom vertex code to assembler
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override arcane function activate(stage3DProxy:Stage3DProxy, camera:Camera3D, textureRatioX:Number, textureRatioY:Number):void
Parameters
override public function dispose():void
Cleans up any resources used by the current object.
arcane function getDepthMap(renderable:IRenderable, stage3DProxy:Stage3DProxy):Texture
Gets the depth maps rendered for this object from all lights.
Parameters
Returns | Texture — A list of depth map textures for all supported lights.
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override arcane function getFragmentCode(animationCode:String):String
Parameters
Returns arcane function getProjection(renderable:IRenderable):Matrix3D
Retrieves the depth map projection maps for all lights.
Parameters
| renderable:IRenderable — The renderable for which to retrieve the projection maps.
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Returns | Matrix3D — A list of projection maps for all supported lights.
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override arcane function getVertexCode():String
Returnsoverride arcane function render(renderable:IRenderable, stage3DProxy:Stage3DProxy, camera:Camera3D):void
Parameters
Thu Nov 15 2012, 12:08 PM Z