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RenderableGeometryBase Class
RenderableGeometryBase is a base abstract class that represents a low level geometry object that is prepared to be rendered with DirectX. It contains all required DirectX buffers and required data to prepare the rendering states. RenderableGeometryBase are rendered in the RenderObjectsRenderingStep rendering step and can be added to any RenderingQueue.
Inheritance Hierarchy
SystemObject
  Ab3d.DirectXRenderableGeometryBase
    Ab3d.DirectXRenderablePrimitive

Namespace: Ab3d.DirectX
Assembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 1.1.5815.1040
Syntax
C#
public abstract class RenderableGeometryBase

The RenderableGeometryBase type exposes the following members.

Methods
  NameDescription
Public methodCalculateWorldInverseTransposeMatrix
Calculates the WorldInverseTransposeMatrix from the World matrix
Public methodClearFlags
Clears the Flags to its initial value (0)
Public methodRenderGeometry
RenderGeometry renders the geometry (executes draw calls but does not apply material settings)
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Fields
  NameDescription
Public fieldFlags
Flags can be used by Materials to add some values that could be used to improve performace. Currently they are used by StandardEffect (DirectionalLightShader and SuperShader) to mark which constant buffer values are the same as in the previous RenderableGeometryBase.
Public fieldIsBackFaceMaterial
IsBackFaceMaterial specifies if the material is used to render front (IsBackFaceMaterial == false) or back (IsBackFaceMaterial == true) faces.
Public fieldIsFrontCounterClockwise
IsFrontCounterClockwise specifies the orientation of the positions in the 3D geometry - if true than the positions are oriented in a counter clockwise manner.
Public fieldIsWorldMatrixIdentity
Boolean that specifies if WorldMatrix is identity
Public fieldMaterial
Material as readonly
Public fieldWorldInverseTransposeMatrix
The world matrix that is inversed and transposed (normals are multiplied with this matrix)
Public fieldWorldMatrix
The world matrix
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See Also