Castle Game Engine: Castle3D: Class TRenderParams

# Class TRenderParams
Description | Hierarchy | Fields | Methods | Properties
## Unit Castle3D ## Declaration `type TRenderParams = class(TObject)` ## Description Information that 3D object needs to render. Read-only for T3D.Render (except Statistics, which should be updated by T3D.Render). ## Hierarchy TObject TRenderParams ## Overview ### Fields
| `Transparent: boolean;`
| `ShadowVolumesReceivers: boolean;`
| `InShadow: boolean;`
| `StencilTest: Cardinal;`
| `Pass: TRenderingPass;`
| `RenderTransform: TMatrix4Single;`
| `RenderTransformIdentity: boolean;`
| `Statistics: TRenderStatistics;`
### Methods
| `constructor Create;`
| `function BaseLights(Scene: T3D): TAbstractLightInstancesList; virtual; abstract;`
| `function ModelViewTransform: TMatrix4Single;`
## Description ### Fields
| `Transparent: boolean;`
Which parts should be rendered: opaque (`False`) or transparent (`True`).
| `ShadowVolumesReceivers: boolean;`
Should we render parts that may receive shadow volumes, or ones that don't. During rendering, simply check does it match TCastleScene.ReceiveShadowVolumes.
| `InShadow: boolean;`
If `True`, means that we're using multi-pass shadowing technique (like shadow volumes), and currently doing the "shadowed" pass. Which means that most lights (ones with shadowVolumes = TRUE) should be turned off, see [http://castle-engine.sourceforge.net/x3d_extensions.php#section_ext_shadows].)
| `StencilTest: Cardinal;`
Value > 0 means we're inside some stencil test (like for InShadow = `False` pass of shadow volumes).
| `Pass: TRenderingPass;`
Rendering pass number, for multi-pass rendering, like for shadow volumes.
| `RenderTransform: TMatrix4Single;`
Transformation that should be applied to the rendered result. If RenderTransformIdentity, then `RenderTransform` is always identity.
| `RenderTransformIdentity: boolean;`
| `Statistics: TRenderStatistics;`
### Methods
| `constructor Create;`
| `function BaseLights(Scene: T3D): TAbstractLightInstancesList; virtual; abstract;`
Lights that shine on given 3D object.
| `function ModelViewTransform: TMatrix4Single;`
Transformation of RenderTransform and current RenderingCamera expressed at single matrix.
Generated by PasDoc 0.13.0 on 2015-06-15 04:43:07