Kanzi 3.9.10
Render Pass

Render passes perform singular render pass operations in 3D scenes. More...

Collaboration diagram for Render Pass:

Classes

class  kanzi::BlitRenderPass
 Use the Blit Render Pass to blit one or more textures to the screen of the current rendering context using a material. More...
 
class  kanzi::ClearRenderPass
 Use a Clear Render Pass to clear the color, depth, and stencil buffers of the current render context before passing the control to the descendants of this render pass. More...
 
class  kanzi::CompositionTargetRenderPass
 Use the Composition Target Render Pass to set one to four composition targets and render all descendant render passes to the composition targets that the Composition Target Render Pass created. More...
 
class  kanzi::CubeMapRenderPass
 Use the Cubemap Render Pass to create a cubemap texture that represents the scene from some location. More...
 
class  kanzi::DrawObjectsRenderPass
 Use the Draw Objects Render Pass to render only nodes in a Scene node provided by an object source you set in this render pass. More...
 
class  kanzi::DrawObjectsWithMaterialRenderPass
 Use the Draw Objects With Material Render Pass to render nodes provided by an object source using a material. More...
 
class  kanzi::GatherLightsRenderPass
 GatherLightsRenderPass is a class for generating light properties for rendering nodes. More...
 
class  kanzi::MaterialSetupRenderPass
 Use the Material Setup Render Pass to set properties to a material for further render operations using that material. More...
 
class  kanzi::NodeListRenderPass
 Use the Node List Render Pass to filter and hold a list of nodes that you want to render using other render passes. More...
 
class  kanzi::PipelineStateRenderPass
 Use the Pipeline State Render Pass to set for its child render passes the depth and stencil testing, transparency, and culling. More...
 
class  kanzi::RenderPass
 RenderPass is the base class for Kanzi render passes. More...
 

Detailed Description

Render passes perform singular render pass operations in 3D scenes.