The ChangeQueue type exposes the following members.
Override this when you want to handle clippingplane changes
Override if you need to react to display attribute changes. This function is needed to be able to react to different sample settings for i.e. capture preview rendering.
Override this when you want to handle dynamicclippingplane changes
Handle dynamic light changes
Handle dynamic object transforms
Override this when you want to handle environment changes
Override this when you want to handle groundplane changes
Override this when you want to handle light changes
Override this when you want to handle linear workflow changes
Override when you want to handle material changes
Override this when you want to handle mesh changes.
Override this when you want to handle mesh instance changes (block instances and first-time added new meshes)
Override this when you want to handle render setting changes. These are for the viewport settings.
Override this when you need to handle background changes (through RenderSettings)
Override this when you want to handle skylight changes
Override this when you want to handle sun changes
Override ApplyViewChange when you want to receive changes to the view/camera
Compare to ViewInfo instances and decide whether they are equal or not. If you need to change the way the comparison is done you can override this function and implement your custom comparison.
Override this if you need to control baking behavior for textures. By default bake everything.
Override this if you need to control the size of the baked bitmaps for textures. By default the value returned is 2048.
Convert given (camera-based) light to a world-based light (in-place)
Helper function to get a CRC from a Guid.
Calls CreateWorld with true passed.
Signal the queue to do the initialisation of the queue, seeding it with the content currently available.
Dispose our ChangeQueue
Dispose our ChangeQueue. Disposes unmanaged memory.
Get RenderEnvironment for given RenderHash
Get RenderEnvironment RenderHash for given usage.
|Equals||(Inherited from Object.)|
|Finalize||(Inherited from Object.)|
Tell the ChangeQueue to flush all collected events. This can trigger a host of Apply* calls. The following is the order in which those calls get made if there are changes for that specific data type: ApplyViewChange ApplyLinearWorkflowChanges ApplyDynamicObjectTransforms ApplyDynamicLightChanges ApplyRenderSettingsChanges ApplyEnvironmentChanges (background) ApplyEnvironmentChanges (refl) ApplyEnvironmentChanges (sky) ApplySkylightChanges ApplySunChanges ApplyLightChanges ApplyMaterialChanges ApplyMeshChanges ApplyMeshInstanceChanges ApplyGroundPlaneChanges ApplyClippingPlaneChanges
|GetHashCode||(Inherited from Object.)|
Get groundplane known to the queue at the time of the Flush
Get render settings known to the queue at the time of the Flush
Get the scene bounding box
Get skylight known to the queue at the time of the Flush
Get sun known to the queue at the time of the Flush
Get view known to the queue at the time of the Flush
|GetType||(Inherited from Object.)|
Get the RenderMaterial from the ChangeQueue material cache based on RenderHash
|MemberwiseClone||(Inherited from Object.)|
Override this when you want to be notified of begin of changes
Override this when you want to be notified dynamic updates are available
Override this when you want to be notified when change notifications have ended.
Call Flush() once, after that automatically dispose the queue.
Override ProvideOriginalObject and return true if you want original objects supplied with ChangeQueue.Mesh. This will then also allow access to the Attributes.UserData of the original object from which the Mesh was generated.
|ToString||(Inherited from Object.)|