Namespace HelixToolkit.SharpDX.Model.Scene
Classes
- BatchedMeshNode
Static mesh batching. Supports multiple Materials. All geometries are merged into single buffer for rendering. Indivisual material color infomations are encoded into vertex buffer.
Material is used if Materials = null. And also used for shared material texture binding.
- ContinuousRenderNode
Use this node to keep update rendering in each frame.
Default behavior for render host is lazy rendering. Only property changes trigger a render inside render loop. However, sometimes user want to keep updating rendering for each frame such as doing shader animation using TimeStamp. Use this node to invalidate rendering and keep render host busy.
- DepthPrepassNode
Do a depth prepass before rendering.
Must customize the DefaultEffectsManager and set DepthStencilState to DefaultDepthStencilDescriptions.DSSDepthEqualNoWrite in default ShaderPass from EffectsManager to achieve best performance.
- ScreenSpacedNode
Screen Spaced node uses a fixed camera to render model (Mainly used for view box and coordinate system rendering) onto screen which is separated from viewport camera.
Default fix camera is perspective camera with FOV 45 degree and camera distance = 20. Look direction is always looking at (0,0,0).
User must properly scale the model to fit into the camera frustum. The usual maximum size is from (5,5,5) to (-5,-5,-5) bounding box.
User can use SizeScale to scale the size of the rendering.
- TopMostGroupNode
Provides a way to render child elements always on top of other elements. This is rendered at the same level of screen spaced group items. Child items do not support post effects.
Enums
- SortingMethod
Used for geometry sorting