Base MaterialLogic encapsulating common implemention.
Material logic can be thought of as "pre-shaders". If a user
needs to operate or retrieve a value that the engine does not
define every frame, or per-material, that can be done in a material logic.
Logic is executed before the material applies itself during rendering.
Declaration Syntax
C# |
public abstract class BaseMaterialLogic : IMaterialLogic, ISavable
Members
All Members | Constructors | Methods | Properties | ||
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Icon | Member | Description |
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BaseMaterialLogic(String) |
Initializes a new instance of the BaseMaterialLogic class.
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Clone()()()() |
Clones the logic.
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Equals(Object) |
(Inherited from Object.) |
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Execute(Material, IRenderer, IRenderable) |
Execute the logic for the given material and renderable (usually a Mesh).
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Finalize()()()() |
Allows an Object to attempt to free resources and perform other cleanup operations before the Object is reclaimed by garbage collection. (Inherited from Object.) |
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GetHashCode()()()() |
Serves as a hash function for a particular type. (Inherited from Object.) |
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GetType()()()() |
Gets the Type of the current instance. (Inherited from Object.) |
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IsEnabled |
Gets or sets if this logic is enabled or not.
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MemberwiseClone()()()() |
Creates a shallow copy of the current Object. (Inherited from Object.) |
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Name |
Gets the logic name which its identified by.
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Read(ISavableReader) |
Deserializes the object and populates it from the input.
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ToString()()()() |
(Inherited from Object.) |
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Write(ISavableWriter) |
Serializes the object and writes it to the output.
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Inheritance Hierarchy
Object | ||
BaseMaterialLogic | ||
LightLogic |
Assembly: Tesla (Module: Tesla) Version: 0.5.0.0 (0.5.0.0)