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 |
Basic exporting capabilities.
rootNode | The tree to export to. |
Reimplemented from nkGraphics::RenderScenePass.
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overridevirtual |
Basic importing capabilities.
rootNode | The tree to import from. |
Reimplemented from nkGraphics::RenderScenePass.