Home -> IRenderer -> SetRenderPasses
Description
The SetRenderPasses method sets the complete list of all IRenderPassNode entries which make up the scene, removing any nodes which may have been added previously. If no sort order information is provided, the render passes are drawn in the order they are provided. Where sort order information is supplied, render passes are processed based on the sort order for each node in numerically ascending order, starting from the render pass with the lowest sort order and working up. If two or more render passes share the same sort order, the order they render in is undefined. If supported by the renderer implementation, the passes may render in parallel.
Usage
void SetRenderPasses(IRenderPassNode* const* childNodes, size_t childNodeCount, const int32_t* childNodeSortOrder = nullptr);
void SetRenderPasses(IRenderPassNode::unique_ptr const* childNodes, size_t childNodeCount, const int32_t* childNodeSortOrder = nullptr);
Argument list
- childNodes [IRenderPassNode]
- Pointer to a set of render pass nodes to set as the scene content
- childNodeCount [size_t]
- The number of entries to read from the childNodes array, and the childNodeSortOrder array if provided.
- childNodeSortOrder [int32_t]
- Pointer to a set of relative order values corresponding to the entries in the childNodes array. This parameter may be set to nullptr.