For more detailed information, refer back to the Render Management Guide.
This class is used for rendering more than any of the other
sub-managers. This manager is responsible for rendering common objects
that do not have a standard mesh.
This class is used for rendering mesh based objects such as interiors, TSMesh, and decals.
This class is used for rendering the terrain
Stock Torque 3D uses only one RenderRefractMgr. The name of the
manager describes it well. This manager takes in RenderInst elements
and checks to see if they have a refraction custom material. If this
check succeeds, the element is maintained by the manager and makes use
of the refraction rendering code.
This is a special render manager for processing single billboard imposters typically generated by the tsLastDetail class.
Used for performing occlusion queries on the scene.
Stock Torque 3D uses only one RenderTranslucentMgr. This manager is
a bit more complex than the previous ones described. A RenderInst
element must meet a strict set of requirements to be managed by this
class. If you look at RenderTranslucentMgr::addElement(...), you can
see there are 3 main if(...) statements checking for
translucent properties and appropriate render instance type. The actual
render function is quite clean, and you can gain more insight about the
class by reading through it.
Just like the previous two managers, there is only one instance of
RenderGlowMgr in stock Torque 3D. The name is pretty self-descriptive.
This manager is responsible for accepting RenderInst elements that
require rendering with a properly set up glow buffer.
For more detailed information, refer back to the Stateblocks Guide.
Allows definition of render state via script, basically wraps a GFXStateBlockDesc
Class used for defining post-processing effects, such as depth of field, SSAO, and light rays.
*void reload(): Reloads the effect shader and textures.
*void enable(): Enables the effect.
*void disable(): Disables the effect.
*bool toggle(): Toggles the effect state returning true if we enable it.
*bool isEnabled(): Returns true if the effect is enabled.
*void setShaderConst(): Sets the shader constant buffer for this effect
*F32 getAspectRatio(): Returns width over height aspect ratio of the backbuffer.
*const char* dumpShaderDisassembly(): Dumps this PostEffect shader's disassembly to a temporary text file. Returns the fullpath of that file if successful.
*void setShaderMacro( string key, [string value]: Add/set a shader macro.
Allows definition of sampler state via script, basically wraps a GFXSamplerStateDesc
Interface for tracking GFX adapters and initializing them into devices.
*float getSoundDuration(): Return the duration (in seconds) of the sound referenced by the profile.
*S32 getAdapterCount(): Return the number of adapters available.
*const char* getAdapterName(int id): Returns the name of a given adapter.
*const char*getAdapterType(int id): Returns the type (D3D9, D3D8, GL, Null) of a given adapter.
*F32 getAdapterShaderModel(int id): Returns the SM supported by a given adapter.
*S32 getDefaultAdapterIndex(): Returns the index of the adapter we'll be starting up with.
*S32 getAdapterModeCount(int id): Gets the number of modes
available on the specified adapter. id Index of the adapter to get data
from. Return the number of video modes supported by the adapter, or -1
if the given adapter was not found.
*const char* getAdapterMode(int id, int modeId): Gets
information on the specified adapter and mode. id Index of the adapter
to get data from. Param modeId Index of the mode to get data from.
Return (string) a video mode string given an adapter and mode index.
*void createNullDevice(): Create a NULL device.
This interface guide covers everything you will need to know about using Torque 3D's stock render system (GFX) in TorqueScript.