A pass rendering the scene, using only one shader to render all the meshes enqueued. More...
A pass rendering the scene, using only one shader to render all the meshes enqueued.
This type of pass will ignore all materials set per Entity in the RenderQueu. It is useful for deferred rendering (G-buffer filling), or shadow map rendering, for instance.
See TargetOperations::addMonoMaterialPass() to use it.
Shader* nkGraphics::MonoMaterialPass::getShader | ( | ) | const |
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virtual |
Sets the shader to use to render all instances.
shade | The shader to use. |
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overridevirtual |
Exports an item into a tree describing its structure and its data.
rootNode | The node into which the object has to write its related information. |
Reimplemented from nkGraphics::RenderScenePass.
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overridevirtual |
Imports information from a tree which is supposed to describe its structure and data.
rootNode | The root node of the tree holding the information. |
Reimplemented from nkGraphics::RenderScenePass.