Urho.RenderCommandType Enumeration

Rendering path command types.

Syntax

public enum RenderCommandType

Remarks

Members

Member NameDescription
ClearClear any of color, depth and stencil. Color clear can optionally use the fog color from the Zone visible at the far clip distance.
ForwardlightsRender per-pixel forward lighting for opaque objects with the specified pass name. Shadow maps are also rendered as necessary.
LightvolumesRender deferred light volumes using the specified shaders. G-buffer textures can be bound as necessary.
None
QuadRender a viewport-sized quad using the specified shaders and compilation defines. Textures can be bound and additionally shader parameters and the blend mode (default=replace) can be specified.
RenderuiRender the UI into the output rendertarget. Using this will cause the default %UI render to the backbuffer to be skipped.
ScenepassRender scene objects whose Material contains the specified pass. Will either be front-to-back ordered with state sorting, or back-to-front ordered with no state sorting. For deferred rendering, object lightmasks can be optionally marked to the stencil buffer. Vertex lights can optionally be handled during a pass, if it has the necessary shader combinations. Textures global to the pass can be bound to free texture units; these can either be the viewport, a named rendertarget, or a texture resource identified with its pathname.
Sendevent

Requirements

Namespace: Urho
Assembly: Urho (in Urho.dll)
Assembly Versions: 1.0.0.0

The members of Urho.RenderCommandType are listed below.

See Also: Enum

Public Fields

ClearRenderCommandType. Clear any of color, depth and stencil. Color clear can optionally use the fog color from the Zone visible at the far clip distance.
ForwardlightsRenderCommandType. Render per-pixel forward lighting for opaque objects with the specified pass name. Shadow maps are also rendered as necessary.
LightvolumesRenderCommandType. Render deferred light volumes using the specified shaders. G-buffer textures can be bound as necessary.
NoneRenderCommandType.
QuadRenderCommandType. Render a viewport-sized quad using the specified shaders and compilation defines. Textures can be bound and additionally shader parameters and the blend mode (default=replace) can be specified.
RenderuiRenderCommandType. Render the UI into the output rendertarget. Using this will cause the default %UI render to the backbuffer to be skipped.
ScenepassRenderCommandType. Render scene objects whose Material contains the specified pass. Will either be front-to-back ordered with state sorting, or back-to-front ordered with no state sorting. For deferred rendering, object lightmasks can be optionally marked to the stencil buffer. Vertex lights can optionally be handled during a pass, if it has the necessary shader combinations. Textures global to the pass can be bound to free texture units; these can either be the viewport, a named rendertarget, or a texture resource identified with its pathname.
SendeventRenderCommandType.