BaseRenderableEntity Class |
Namespace: GeonBit.Core.Graphics
public class BaseRenderableEntity : IEntity
The BaseRenderableEntity type exposes the following members.
Name | Description | |
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![]() | BaseRenderableEntity | Initializes a new instance of the BaseRenderableEntity class |
Name | Description | |
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![]() | CameraDistanceBias |
Add bias to distance from camera when sorting by distance from camera.
This is useful for particles, sprites etc.
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![]() | IsDebugEntity |
If true, this entity will only show in debug / editor mode.
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![]() | Visible |
Get / Set if this entity is visible.
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![]() | WireFrame |
If true, will draw just the wireframe of the entity.
Note: settings this property will change the rendering queue property.
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Name | Description | |
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![]() | DoEntityDraw |
The per-entity drawing function, must be implemented by child entities.
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![]() | Draw |
Draw the entity.
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![]() | Equals | Determines whether the specified object is equal to the current object. (Inherited from Object.) |
![]() | GetBoundingBox |
Get the bounding box of this entity, either from cache or calculate it.
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![]() | GetBoundingSphere |
Get the bounding sphere of this entity, either from cache or calculate it.
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![]() | GetHashCode | Serves as the default hash function. (Inherited from Object.) |
![]() | GetLastBoundingBox |
Return the last calculated bounding box.
Note: this value may be out-of-date if transformations changed since last calculation.
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![]() | GetLastBoundingSphere |
Return the last calculated bounding sphere.
Note: this value may be out-of-date if transformations changed since last calculation.
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![]() | GetType | Gets the Type of the current instance. (Inherited from Object.) |
![]() | ToString | Returns a string that represents the current object. (Inherited from Object.) |
Name | Description | |
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![]() | BlendingState |
Blending state for this entity.
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![]() ![]() | OnDraw |
Callback that triggers every time an entity is rendered.
Note: entities that are culled out will not trigger this event.
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![]() | RenderingQueue |
Which rendering queue to use for this entity.
Rendering queues determine different rendering settings (like opacity support, blending, sorting etc) + the order
in which the entities are drawn.
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