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RDPipelineRasterizationState

Pipeline rasterization state (used by RenderingDevice).

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class RDPipelineRasterizationStateReckfellSharpInherits RefCounted

Pipeline rasterization state (used by RenderingDevice).

This object is used by RenderingDevice.

Declarations checked against C# SDK 1.0.0. Expand a name to see declarations and documentation.

Constructors1

RDPipelineRasterizationStateConstructor
# RDPipelineRasterizationState
C#
public RDPipelineRasterizationState();

Properties11

CullModeProperty
# CullMode
C#
public RenderingDevice.PolygonCullMode CullMode { get; set; }

The cull mode to use when drawing polygons, which determines whether front faces or backfaces are hidden.

DepthBiasClampProperty
# DepthBiasClamp
C#
public float DepthBiasClamp { get; set; }

A limit for how much each depth value can be offset. If negative, it serves as a minimum value, but if positive, it serves as a maximum value.

DepthBiasConstantFactorProperty
# DepthBiasConstantFactor
C#
public float DepthBiasConstantFactor { get; set; }

A constant offset added to each depth value. Applied after RDPipelineRasterizationState.DepthBiasSlopeFactor.

DepthBiasEnabledProperty
# DepthBiasEnabled
C#
public bool DepthBiasEnabled { get; set; }

If true, each generated depth value will by offset by some amount. The specific amount is generated per polygon based on the values of RDPipelineRasterizationState.DepthBiasSlopeFactor and RDPipelineRasterizationState.DepthBiasConstantFactor.

DepthBiasSlopeFactorProperty
# DepthBiasSlopeFactor
C#
public float DepthBiasSlopeFactor { get; set; }

A constant scale applied to the slope of each polygon's depth. Applied before RDPipelineRasterizationState.DepthBiasConstantFactor.

DiscardPrimitivesProperty
# DiscardPrimitives
C#
public bool DiscardPrimitives { get; set; }

If true, primitives are discarded immediately before the rasterization stage.

EnableDepthClampProperty
# EnableDepthClamp
C#
public bool EnableDepthClamp { get; set; }

If true, clamps depth values according to the minimum and maximum depth of the associated viewport.

FrontFaceProperty
# FrontFace
C#
public RenderingDevice.PolygonFrontFace FrontFace { get; set; }

The winding order to use to determine which face of a triangle is considered its front face.

LineWidthProperty
# LineWidth
C#
public float LineWidth { get; set; }

The line width to use when drawing lines (in pixels). Thick lines may not be supported on all hardware.

PatchControlPointsProperty
# PatchControlPoints
C#
public uint PatchControlPoints { get; set; }

The number of control points to use when drawing a patch with tessellation enabled. Higher values result in higher quality at the cost of performance.

WireframeProperty
# Wireframe
C#
public bool Wireframe { get; set; }

If true, performs wireframe rendering for triangles instead of flat or textured rendering.

Methods22

GetCullModeRenderingDevice.PolygonCullMode
# GetCullMode
C#
public RenderingDevice.PolygonCullMode GetCullMode();
Returns RenderingDevice.PolygonCullMode
GetDepthBiasClampfloat
# GetDepthBiasClamp
C#
public float GetDepthBiasClamp();
Returns float
GetDepthBiasConstantFactorfloat
# GetDepthBiasConstantFactor
C#
public float GetDepthBiasConstantFactor();
Returns float
GetDepthBiasEnabledbool
# GetDepthBiasEnabled
C#
public bool GetDepthBiasEnabled();
Returns bool
GetDepthBiasSlopeFactorfloat
# GetDepthBiasSlopeFactor
C#
public float GetDepthBiasSlopeFactor();
Returns float
GetDiscardPrimitivesbool
# GetDiscardPrimitives
C#
public bool GetDiscardPrimitives();
Returns bool
GetEnableDepthClampbool
# GetEnableDepthClamp
C#
public bool GetEnableDepthClamp();
Returns bool
GetFrontFaceRenderingDevice.PolygonFrontFace
# GetFrontFace
C#
public RenderingDevice.PolygonFrontFace GetFrontFace();
Returns RenderingDevice.PolygonFrontFace
GetLineWidthfloat
# GetLineWidth
C#
public float GetLineWidth();
Returns float
GetPatchControlPointsuint
# GetPatchControlPoints
C#
public uint GetPatchControlPoints();
Returns uint
GetWireframebool
# GetWireframe
C#
public bool GetWireframe();
Returns bool
SetCullModevoid
# SetCullMode
C#
public void SetCullMode(RenderingDevice.PolygonCullMode pMember);
Parameters
NameTypeDefault
pMemberRenderingDevice.PolygonCullMode—
SetDepthBiasClampvoid
# SetDepthBiasClamp
C#
public void SetDepthBiasClamp(float pMember);
Parameters
NameTypeDefault
pMemberfloat—
SetDepthBiasConstantFactorvoid
# SetDepthBiasConstantFactor
C#
public void SetDepthBiasConstantFactor(float pMember);
Parameters
NameTypeDefault
pMemberfloat—
SetDepthBiasEnabledvoid
# SetDepthBiasEnabled
C#
public void SetDepthBiasEnabled(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetDepthBiasSlopeFactorvoid
# SetDepthBiasSlopeFactor
C#
public void SetDepthBiasSlopeFactor(float pMember);
Parameters
NameTypeDefault
pMemberfloat—
SetDiscardPrimitivesvoid
# SetDiscardPrimitives
C#
public void SetDiscardPrimitives(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetEnableDepthClampvoid
# SetEnableDepthClamp
C#
public void SetEnableDepthClamp(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
SetFrontFacevoid
# SetFrontFace
C#
public void SetFrontFace(RenderingDevice.PolygonFrontFace pMember);
Parameters
NameTypeDefault
pMemberRenderingDevice.PolygonFrontFace—
SetLineWidthvoid
# SetLineWidth
C#
public void SetLineWidth(float pMember);
Parameters
NameTypeDefault
pMemberfloat—
SetPatchControlPointsvoid
# SetPatchControlPoints
C#
public void SetPatchControlPoints(uint pMember);
Parameters
NameTypeDefault
pMemberuint—
SetWireframevoid
# SetWireframe
C#
public void SetWireframe(bool pMember);
Parameters
NameTypeDefault
pMemberbool—
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