Knowledge about gb Class 1

Source: Internet
Author: User

 

My blog: http://blog.csdn.net/xuzhonghai/article/details/7246162

1. Ni2DBuffer

This class is a two-dimensional cache class that contains pixels. This type is different from that of NiPixelData. All pixel data is stored in the video memory, and the CPU cannot be accessed without affecting the performance.

 

2. Ni3DRenderView

This class is the rendering class used to render scene objects. It has a pointer to the camera NiCamera and a point to NiCullingProcesss, which is used to separate potential visible ry groups in the scenario.

3. NiAccumulator

This class is the base class of all accumulators.

Accumulators implements the rendering of a pre-split NiRenderObject object set. For example, the NiCullingProcess class is commonly used to split the NiVisibleArray object set.

Accumulators is a step after updating and culling for rendering relay. It allows sorting and rendering of potentially visible object sets. Accumulators can execute many special rendering methods such as depth-sorting and texture sorting, the rendering status is temporarily replaced during rendering. Because it inherits from this base class, accumulators can easily change the rendering behavior in the game by switching to and from the rendering pipeline.

Each NiAccumulator subclass executes different sorting and rendering policies for the registered rendering objects. For details, see the gb programming manual or the Sorting System of its subclass.

4. NiAccumulatorProcessor

This class is a rendering chain processor encapsulated by NiAccumulator. It uses accumulator to process the list of rendered ry objects. Once all several body objects are processed, the processor will selectively call the FinishAccumulating function on the accumulator.

 

5. NiAlphaAccumulator

NiAlphaAccumulator is an accumulator that enables z-buffered to correctly render objects that require alpha blended rendering in a scenario. The influence of the order of each other must be taken into account when the alpha blended object is rendered. If the alpha blended object is not rendered in the final or incorrect order, unpredictable visual rendering results will occur. This avoids unnecessary overhead for sorting non-transparent objects.

Accumulator will delay processing the alpha blended object. First, it processes the opaque object and closes the rendering of the alpha blended object, and then sorts the alpha blended object, then, the alpha blended object is rendered in the order of forward and backward.

In Frame Rendering System, NiAlpaAccumulator is replaced by NiAlphaSortProcessor, NiAlphaSortProcessor and NiAlpaAccumulator.
Provides the same interface for the Application rendering system.

6. NiAlphaProperty

NiAlphaProperty is a class that controls many parameters related to alpha blending (activating and disabling and setting source and target blending functions. This attribute class affects alpha testing and accumulation. Increase performance and reduce dependencies on alpha-blended sorting.

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