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DepthOnlyMaterial Class

DepthOnlyMaterial can be used to render only depth values into the depth buffers (used for depth pre-pass) and does not execute any fragment shader. It is using DepthOnlyEffect. The material can be used on scene nodes that are derived from ModelNode and are using StandardMesh (or TriangleMesh<PositionNormalTextureVertex>) or optimized TriangleMesh<Vector3> mesh.
Inheritance Hierarchy
SystemObject
  Ab4d.SharpEngine.CoreComponentBase
    Ab4d.SharpEngine.CoreInitializedSceneComponent
      Ab4d.SharpEngine.MaterialsMaterial
        Ab4d.SharpEngine.MaterialsDepthOnlyMaterial

Namespace: Ab4d.SharpEngine.Materials
Assembly: Ab4d.SharpEngine (in Ab4d.SharpEngine.dll) Version: 3.1.9316+94bbd23b55747f096f056a5602f7dd90558b3673
Syntax
C#
public class DepthOnlyMaterial : Material, 
	ITwoSidedMaterial

The DepthOnlyMaterial type exposes the following members.

Constructors
 NameDescription
Public methodDepthOnlyMaterialInitializes a new instance of the DepthOnlyMaterial class
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Properties
 NameDescription
Public propertyIsTwoSided Gets a Boolean that specifies if the material should be rendered on both front and back side.
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Methods
 NameDescription
Protected methodOnInitializeSceneResources Initializes resources with the specified Scene and GpuDevice. This method can be overriden and is called from InitializeSceneResources(Scene) method.
(Overrides MaterialOnInitializeSceneResources(Scene, VulkanDevice))
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Remarks

[Missing <remarks> documentation for "T:Ab4d.SharpEngine.Materials.DepthOnlyMaterial"]

See Also