Public Member Functions | |
| void | Dispose () |
| Effects need to be disposed. | |
| void | Set (Device d3ddevice, string fileName) |
| This method sets the effect used to render the scene (which is also the default one for the effect group). | |
| void | Set (Device d3ddevice, string fileName, EffectCategory category) |
| This will set the effect of the specified category. | |
| void | Set (Effect effect, string fileName) |
| A different method to set the effect that will be used to render the scene. Use this method when you already have the effect and don't need to load it from a .fx file. | |
| void | Set (Effect effect, string fileName, EffectCategory category) |
| A different method to set the effect of the desired category. Use this method when the effect already exist and that you don't need to load it from a file. | |
| int | CompareTo (Object obj) |
| Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :). | |
| int | CompareTo (EffectGroup effectGroup) |
| Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :). | |
| void | Dispose () |
| Effects need to be disposed. | |
| void | Set (Device d3ddevice, string fileName) |
| This method sets the effect used to render the scene (which is also the default one for the effect group). | |
| void | Set (Device d3ddevice, string fileName, EffectCategory category) |
| This will set the effect of the specified category. | |
| void | Set (Effect effect, string fileName) |
| A different method to set the effect that will be used to render the scene. Use this method when you already have the effect and don't need to load it from a .fx file. | |
| void | Set (Effect effect, string fileName, EffectCategory category) |
| A different method to set the effect of the desired category. Use this method when the effect already exist and that you don't need to load it from a file. | |
| int | CompareTo (Object obj) |
| Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :). | |
| int | CompareTo (EffectGroup effectGroup) |
| Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :). | |
Protected Attributes | |
| Effect | renderScene = null |
| Effect to render the scene. | |
| string | renderSceneEffectFile = "" |
| We want to keep the file name of the effect file. | |
| Effect | renderLight = null |
| Effect for light. | |
| string | renderLightEffectFile = "" |
| Effect file for light. | |
| Effect | renderEnvMap = null |
| Effect to render env map. | |
| string | renderEnvMapEffectFile = "" |
| Effect file to render env map. | |
Properties | |
| Effect | RenderScene [get] |
| Effect to render the scene accessor. | |
| Effect | Default [get] |
| Default effect of the effect group, at the moment this is the only one really used. It is the same as the RenderScene effect. | |
| string | RenderSceneEffectFile [get] |
| Effect file accessor. | |
| string | DefaultFile [get] |
| Default effect file accessor. | |
| string | EffectGroupName [get] |
| This is the name of the effect group. | |
| Effect | RenderLight [get] |
| Effect for light. | |
| string | RenderLightEffectFile [get] |
| Effect file for light. | |
| Effect | RenderEnvMap [get] |
| Effect to render env map. | |
| string | RenderEnvMapEffectFile [get] |
| Effect file to render env map. | |
Definition at line 45 of file EffectGroup.cs.
| int DXGfxLib.EffectGroup.CompareTo | ( | EffectGroup | effectGroup | ) |
Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :).
| obj |
Definition at line 296 of file EffectGroup.cs.
| int DXGfxLib.EffectGroup.CompareTo | ( | Object | obj | ) |
Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :).
| obj |
Definition at line 276 of file EffectGroup.cs.
| int DXGfxLib.EffectGroup.CompareTo | ( | EffectGroup | effectGroup | ) |
Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :).
| obj |
Definition at line 296 of file EffectGroup.cs.
| int DXGfxLib.EffectGroup.CompareTo | ( | Object | obj | ) |
Our objects are sorted before beiing rendered. One of the main criterion to choose which one will be first in the list is the effect group that he is using. Basically when we sort objects before rendering, we do in fact compare their effect group between themselves. We do call the below method (in fact the one which is passed an effectgroup and not an object) to sort these. Sorting will be performed based on the name of the effectgroup (why not) :).
| obj |
Definition at line 276 of file EffectGroup.cs.

| void DXGfxLib.EffectGroup.Dispose | ( | ) |
| void DXGfxLib.EffectGroup.Dispose | ( | ) |
| void DXGfxLib.EffectGroup.Set | ( | Effect | effect, | |
| string | fileName, | |||
| EffectCategory | category | |||
| ) |
A different method to set the effect of the desired category. Use this method when the effect already exist and that you don't need to load it from a file.
| effect | ||
| fileName | ||
| category |
Definition at line 244 of file EffectGroup.cs.
| void DXGfxLib.EffectGroup.Set | ( | Effect | effect, | |
| string | fileName | |||
| ) |
A different method to set the effect that will be used to render the scene. Use this method when you already have the effect and don't need to load it from a .fx file.
| effect | ||
| fileName |
Definition at line 232 of file EffectGroup.cs.

| void DXGfxLib.EffectGroup.Set | ( | Device | d3ddevice, | |
| string | fileName, | |||
| EffectCategory | category | |||
| ) |
This will set the effect of the specified category.
| d3ddevice | ||
| fileName | ||
| category |
Definition at line 185 of file EffectGroup.cs.
| void DXGfxLib.EffectGroup.Set | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) |
This method sets the effect used to render the scene (which is also the default one for the effect group).
| d3ddevice | ||
| fileName |
Definition at line 174 of file EffectGroup.cs.

| void DXGfxLib.EffectGroup.Set | ( | Effect | effect, | |
| string | fileName, | |||
| EffectCategory | category | |||
| ) |
A different method to set the effect of the desired category. Use this method when the effect already exist and that you don't need to load it from a file.
| effect | ||
| fileName | ||
| category |
Definition at line 244 of file EffectGroup.cs.
| void DXGfxLib.EffectGroup.Set | ( | Effect | effect, | |
| string | fileName | |||
| ) |
A different method to set the effect that will be used to render the scene. Use this method when you already have the effect and don't need to load it from a .fx file.
| effect | ||
| fileName |
Definition at line 232 of file EffectGroup.cs.

| void DXGfxLib.EffectGroup.Set | ( | Device | d3ddevice, | |
| string | fileName, | |||
| EffectCategory | category | |||
| ) |
This will set the effect of the specified category.
| d3ddevice | ||
| fileName | ||
| category |
Definition at line 185 of file EffectGroup.cs.
| void DXGfxLib.EffectGroup.Set | ( | Device | d3ddevice, | |
| string | fileName | |||
| ) |
This method sets the effect used to render the scene (which is also the default one for the effect group).
| d3ddevice | ||
| fileName |
Definition at line 174 of file EffectGroup.cs.

Effect DXGfxLib.EffectGroup::renderEnvMap = null [protected] |
string DXGfxLib.EffectGroup::renderEnvMapEffectFile = "" [protected] |
Effect DXGfxLib.EffectGroup::renderLight = null [protected] |
string DXGfxLib.EffectGroup::renderLightEffectFile = "" [protected] |
Effect DXGfxLib.EffectGroup::renderScene = null [protected] |
string DXGfxLib.EffectGroup::renderSceneEffectFile = "" [protected] |
Effect DXGfxLib.EffectGroup::Default [get] |
Default effect of the effect group, at the moment this is the only one really used. It is the same as the RenderScene effect.
Definition at line 65 of file EffectGroup.cs.
string DXGfxLib.EffectGroup::DefaultFile [get] |
string DXGfxLib.EffectGroup::EffectGroupName [get] |
Effect DXGfxLib.EffectGroup::RenderEnvMap [get] |
string DXGfxLib.EffectGroup::RenderEnvMapEffectFile [get] |
Effect DXGfxLib.EffectGroup::RenderLight [get] |
string DXGfxLib.EffectGroup::RenderLightEffectFile [get] |
Effect DXGfxLib.EffectGroup::RenderScene [get] |
string DXGfxLib.EffectGroup::RenderSceneEffectFile [get] |
1.5.8