Table of Contents

Struct RenderPassDescriptor

Namespace
BSGameLib.Game.Rendering
Assembly
BSGameLib.Game.dll

Describes how a render pass should be configured before drawing.

public readonly record struct RenderPassDescriptor : IEquatable<RenderPassDescriptor>
Implements
Inherited Members

Properties

ClearColor

Color used when clearing the color buffer. Ignored when ClearColorBuffer is false.

public Color ClearColor { get; init; }

Property Value

Color

ClearColorBuffer

When true the color buffer will be cleared using ClearColor.

public bool ClearColorBuffer { get; init; }

Property Value

bool

ClearDepthBuffer

When true the depth buffer will be cleared before drawing.

public bool ClearDepthBuffer { get; init; }

Property Value

bool

ProjectionOverride

Optional projection override if the pass needs something different than the logical projection.

public Matrix4x4? ProjectionOverride { get; init; }

Property Value

Matrix4x4?

RenderTarget

Optional render target to bind for this pass. When null the back buffer is used.

public IRenderTarget RenderTarget { get; init; }

Property Value

IRenderTarget

Tag

Describes which kind of render pipeline stage this pass belongs to (scene, post, UI). Used for material validation.

public RenderPassTag Tag { get; init; }

Property Value

RenderPassTag

Viewport

Optional viewport override relative to the currently bound target.

public Rectangle? Viewport { get; init; }

Property Value

Rectangle?