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class MaterialPassBase
package away3d.materials.passes
extends EventDispatcher
extended by CompiledPass, DepthMapPass, DistanceMapPass, OrthoSegmentPass, OutlinePass, SegmentPass, SingleObjectDepthPass, SkyBoxPass
Available on all platforms
MaterialPassBase provides an abstract base class for material shader passes. A material pass constitutes at least a render call per required renderable.
Constructor
new(renderToTexture:Bool = false)
Creates a new MaterialPassBase object.
Parameters:
renderToTexture | Indicates whether this pass is a render-to-texture pass. |
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Variables
Methods
dispose():Void
Cleans up any resources used by the current object.
Parameters:
deep | Indicates whether other resources should be cleaned up, that could potentially be shared across different instances. |
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setBlendMode(value:BlendMode):Void
The blend mode to use when drawing this renderable. The following blend modes are supported:
- BlendMode.NORMAL: No blending, unless the material inherently needs it
- BlendMode.LAYER: Force blending. This will draw the object the same as NORMAL, but without writing depth writes.
- BlendMode.MULTIPLY
- BlendMode.ADD
- BlendMode.ALPHA