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RenderPipeline.cs
Go to the documentation of this file.
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// Copyright (c) 2014 Silicon Studio Corp. (http://siliconstudio.co.jp)
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// This file is distributed under GPL v3. See LICENSE.md for details.
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using
System
;
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using
System.Collections.Generic;
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namespace
SiliconStudio.
Paradox
.Effects
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{
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/// <summary>
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/// Defines an entry point for mesh instantiation and recursive rendering.
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/// </summary>
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public
class
RenderPipeline
:
RenderPass
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{
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public
RenderPipeline
(
string
name)
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: base(name)
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{
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}
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public
RenderPipeline
() : this(null)
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{
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}
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}
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}
SiliconStudio.Paradox.Effects.RenderPipeline.RenderPipeline
RenderPipeline(string name)
Definition:
RenderPipeline.cs:14
SiliconStudio.Shaders.Parser.System
A system file.
SiliconStudio.Paradox.Effects.RenderPipeline.RenderPipeline
RenderPipeline()
Definition:
RenderPipeline.cs:19
SiliconStudio.Paradox.Graphics.Paradox
Paradox image file.
SiliconStudio.Paradox.Effects.RenderPass
RenderPass is a hierarchy that defines how to collect and render meshes.
Definition:
RenderPass.cs:19
SiliconStudio.Paradox.Effects.RenderPipeline
Defines an entry point for mesh instantiation and recursive rendering.
Definition:
RenderPipeline.cs:11
sources
engine
SiliconStudio.Paradox.Engine
Effects
RenderPipeline.cs
Generated on Sat Dec 20 2014 21:51:40 for Paradox Game Engine by
1.8.7