Indicates whether or not the renderable requires alpha blending during rendering.
Sets the render state for the pass that is independent of the rendered object. This needs to be called before calling pass. Before activating a pass, the previously used pass needs to be deactivated.
Clears the render state for the pass. This needs to be called before activating another pass.
Adds a pass to the surface
Removes all passes from the surface
Removes a pass from the surface.
The pass to be removed.
Performs any processing that needs to occur before any of its passes are used.
Renders the current pass. Before calling pass, activatePass needs to be called with the same index.
The IRenderable object to draw.
Add an event listener
Dispatch an event
check if an object has an event listener assigned to it
Marks the shader program as invalid, so it will be recompiled before the next render.
Remove an event listener
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GL_MaterialPassBase provides an abstract base class for material shader passes. A material pass constitutes at least a render call per required renderable.