public interface ISceneRendererFactoryBuilds compositor nodes this assembly does not know about.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
A compositor is a document, and a document names node kinds — !SingleStage, !RenderPass, !Bloom. CompositorBuilder can turn the kinds it defines into renderers by switching on the asset's type, and it cannot do that for a kind defined anywhere downstream of it: the effect set is a project this one does not reference, and a game's own effect is a project neither of them has heard of.
So the switch has a default: whoever defines a node kind supplies the factory that builds it, and registers it on the builder. That is the whole extension point — the asset carries the values, the factory carries the knowledge of what to make of them, and the builder carries the device, the module cache and the allocators that neither of the other two can.
Methods (1)
SceneRenderer? Create(ISceneRendererAsset declared, CompositorBuilder builder)Builds the node for an asset, or null when this factory does not recognise it.
Used by (6)
- AppGraphicsVixen.App.Hosting
- CompositorBuilderVixen.Rendering
- GraphicsOptionsVixen.App.Hosting
- PostEffectFactoryVixen.Rendering.PostFx
- SilentFactoryVixen.Rendering.Tests
- StrangeFactoryVixen.Rendering.Tests