RenderingQueue Enumeration |
Pre-defined rendering queue.
Every rendering queue have drawing settings and their order determine the order in which object batches will be drawn.
Namespace:
GeonBit.Core.Graphics
Assembly:
GeonBit (in GeonBit.dll) Version: 1.0.0.0 (1.0.0.0)
Syntax public enum RenderingQueue
Members
| Member name | Value | Description |
---|
| NoQueue | -1 |
Will not use rendering queue, but simply draw this entity the moment the draw function is called.
This does not guarantee any specific order and will use default device settings.
|
| SolidBackNoCull | 0 |
Draw solid entities without depth buffer and without any culling.
Everything drawn in the other queues will cover entities in this queue.
|
| Solid | 1 |
Draw solid entities with depth buffer.
This is the default queue for simple 3D meshes without alpha channels.
|
| Terrain | 2 |
Drawing settings for solid terrain meshes.
|
| Billboards | 3 |
Drawing settings for billboards.
|
| Background | 4 |
Draw after all the solid queues, without affecting the depth buffer.
This means it draw things in the background that will not hide any other objects.
|
| BackgroundNoCull | 5 |
Draw after all the solid queues, without affecting the depth buffer and without culling.
This means it draw things in the background that will not hide any other objects.
|
| OpacityUnordered | 6 |
For entities with opacity, but does not order by distance from camera.
This means its a good queue for entities with alpha channels on top of solid items, but its not suitable if entities with alpha may cover each other.
|
| Opacity | 7 |
For entities with opacity, order renderings by distance from camera.
This is the best queue to use for dynamic entities with alpha channels that might cover each other.
|
| Mixed | 8 |
For entities that are mostly solid and opaque, but have some transparent elements in them.
|
| Wireframe | 9 |
Special queue that draws everything as wireframe.
|
| EffectsUnordered | 10 |
For special effects and particles, but will still use depth buffer, and will not sort by distance from camera.
|
| Effects | 11 |
For special effects and particles, but will still use depth buffer, and will sort by distance from camera.
|
| EffectsOverlay | 12 |
For special effects and particles, does not use depth buffer (eg will always be rendered on top).
|
| Overlay | 13 |
Renders last, on top of everything, without using depth buffer.
|
| Debug | 14 |
Render queue for debug purposes.
Note: this queue only draws when in debug mode!
|
See Also