Public Member Functions | |
void | Clear () |
PtRtGLSelectionRenderer (PtCamera camera, String shaderPath) | |
void | Resize (int width, int height, int aaSamples) |
void | RenderGLColorSelectionAA () |
void | RenderGLColorSelection () |
void | RenderGLShadowSelection (bool enableDiffuseOffsetSampling) |
void | RenderGLShadowSelectionAA (bool enableDiffuseOffsetSampling) |
Public Attributes | |
Byte[] | ColorSelectionPixels = null |
Byte[] | ShadowSelectionPixels = null |
Properties | |
int | Width [get] |
int | Height [get] |
Powertek.Rt.PtRtGLSelectionRenderer.PtRtGLSelectionRenderer | ( | PtCamera | camera, | |
String | shaderPath | |||
) |
void Powertek.Rt.PtRtGLSelectionRenderer.Clear | ( | ) |
Clear.
void Powertek.Rt.PtRtGLSelectionRenderer.RenderGLColorSelection | ( | ) |
RenderGLColorSelection.
void Powertek.Rt.PtRtGLSelectionRenderer.RenderGLColorSelectionAA | ( | ) |
RenderGLColorSelectionAA.
void Powertek.Rt.PtRtGLSelectionRenderer.RenderGLShadowSelection | ( | bool | enableDiffuseOffsetSampling | ) |
RenderGLShadowSelection, we render the shadows black and the rest white so we can say at which point we have to do shadow testing enableDiffuseOffsetSampling will sample around the light source.
enableDiffuseOffsetSampling |
void Powertek.Rt.PtRtGLSelectionRenderer.RenderGLShadowSelectionAA | ( | bool | enableDiffuseOffsetSampling | ) |
RenderGLShadowSelectionAA.
enableDiffuseOffsetSampling |
void Powertek.Rt.PtRtGLSelectionRenderer.Resize | ( | int | width, | |
int | height, | |||
int | aaSamples | |||
) |
Resize.
width | ||
height | ||
aaSamples |
Byte [] Powertek.Rt.PtRtGLSelectionRenderer.ColorSelectionPixels = null |
ColorSelectionPixels, 4 Bytes per pixel...
Byte [] Powertek.Rt.PtRtGLSelectionRenderer.ShadowSelectionPixels = null |
ShadowSelectionPixels, 1 Byte per pixel...
int Powertek.Rt.PtRtGLSelectionRenderer.Height [get] |
Height.
int Powertek.Rt.PtRtGLSelectionRenderer.Width [get] |
Width.