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SceneNodeSceneNodeDirtyFlags Enumeration

SceneNodeDirtyFlags enum defines the flags that are used to mark which part of the SceneNode was changed (is dirty).

Namespace: Ab3d.DirectX
Assembly: Ab3d.DXEngine (in Ab3d.DXEngine.dll) Version: 7.1.9105.2048 (1.0.0.0)
Syntax
C#
[FlagsAttribute]
public enum SceneNodeDirtyFlags
Members
Member nameValueDescription
Unchanged0 Unchanged
ParentChanged1 ParentChanged
ChildAdded2 ChildAdded
ChildRemoved4 ChildRemoved
ChildMoved8 ChildMoved
ChildChanged16 ChildMoved
IsVisibleChanged32 IsVisibleChanged
TransformChanged64 Used when Transform on this SceneNode is changed.
ParentTransformChanged128 Used when Transformation on a parent SceneNode has changed.
WorldMatrixChanged256 Used when the WorldMatrix has changed. Usually the TransformChanged or ParentTransformChanged is set and then this calls the OnWorldMatrixChanged method that sets this flag.
BoundsChanged512 The Bounds property has changed (this means that the local bounds that defines the content transformed with local transformation has changed). WorldBounds has changed when BoundsChanged or WorldMatrixChanged have changed.
ChildBoundsChanged1,024 Bounds of a child node was changed - the Bounds of this SceneNode need to be updated accordingly.
MaterialChanged2,048 MaterialChanged - recollected rendering primitives. When only simple material property is changed, use the MaterialPropertiesChanged.
MaterialPropertiesChanged4,096 MaterialPropertiesChanged is used to notify that only simple material properties are changed and the there is not need to recollect rendering primitives. To recollect rendering primitives use the MaterialChanged value.
MeshVertexBufferDataChanged8,192 Used when data in VertexBuffer has changed. This change does not require to recollect rendering primitives in RenderingQueues and therefore requires that the VertexBuffer on the used RenderingPrimitive is updated.
MeshIndexBufferDataChanged16,384 Used when data in IndexBuffer has changed or when StartIndexLocation or IndexCount has changed. This change does not require to recollect rendering primitives in RenderingQueues and therefore requires that the VertexBuffer on the used RenderingPrimitive is updated.
MeshChanged32,768 Used when the whole mesh needs to be recreated. This flag recollects the rendering primitives in RenderingQueues.
RenderingQueueChanged65,536 Used when the rendering queue has been changed
RenderingPrimitiveDirty131,072 RenderingPrimitive changed in such a way that rendering queues need to be recreated.
OtherChange262,144 OtherChange
SceneNodeCreated1,048,575 SceneNodeCreated
All16,777,215 Everything was changed
See Also