Initializes a marker batch primitive with the
specified arguments.
[Visual Basic .NET] |
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Public Function InitializeSizeSourceSortOrderSetHintAndRenderingMethod( _
ByVal SizeSource As AgEStkGraphicsMarkerBatchSizeSource, _
ByVal SortOrder As AgEStkGraphicsMarkerBatchSortOrder, _
ByVal SetHint As AgEStkGraphicsSetHint, _
ByVal RenderingMethod As AgEStkGraphicsMarkerBatchRenderingMethod _
) As IAgStkGraphicsMarkerBatchPrimitive
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[C#] |
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public IAgStkGraphicsMarkerBatchPrimitive InitializeSizeSourceSortOrderSetHintAndRenderingMethod(
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[Managed C++] |
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public: IAgStkGraphicsMarkerBatchPrimitive^ InitializeSizeSourceSortOrderSetHintAndRenderingMethod(
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[Java] |
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public IAgStkGraphicsMarkerBatchPrimitive initializeSizeSourceSortOrderSetHintAndRenderingMethod(
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[Unmanaged C++] |
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public: HRESULT InitializeSizeSourceSortOrderSetHintAndRenderingMethod(
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- SizeSource
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Member Value Description eStkGraphicsMarkerBatchSizeSourceFromTexture 0 The size of each marker is the same as the size of its texture. If the marker is not textured, the user defined size is used instead. eStkGraphicsMarkerBatchSizeSourceUserDefined 1 The size of each marker in the marker batch is user defined. Either all markers have the same size (MarkerBatchPrimitive.Size) or each marker has a user defined size (MarkerBatchPrimitiveOptionalParameters.SetSizes). - SortOrder
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Member Value Description eStkGraphicsMarkerBatchSortOrderBackToFront 0 The markers are sorted in back to front order before rendering. For overlapping translucent markers, this enables correct blending results. This may not perform as well as ByTexture
since the CPU has to sort the markers when the camera moves or a marker changes position.eStkGraphicsMarkerBatchSortOrderFrontToBack 1 The markers are sorted in front to back order before rendering. For overlapping opaque markers, this can enable the GPU to quickly eliminate markers that are hidden behind other markers. In many cases, this may not perform as well as ByTexture
since the CPU has to sort the markers when the camera moves or a marker changes position.eStkGraphicsMarkerBatchSortOrderByTexture 2 The markers are sorted by texture. This minimizes costly texture changes during rendering and does not require resorting when the camera moves or a marker changes position. - SetHint
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Member Value Description eStkGraphicsSetHintInfrequent 0 Rendering is optimized for static geometry. The primitive's vertices are not going to be updated with Set() or SetPartial() calls. Calls to SetPartial() will fail. Calls to Set() are allowed but may not be as efficient as SetHintFrequent. eStkGraphicsSetHintPartial 1 Rendering is optimized for dynamic geometry. The primitive's vertices are expected to be updated with SetPartial() - some or all of the vertices will change but the number of vertices will not. eStkGraphicsSetHintFrequent 2 Rendering is optimized for streaming geometry. The primitive's vertices are expected to be updated with Set() - all the vertices will change and/or the number of vertices will change. Calls to SetPartial() will fail. - RenderingMethod
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Member Value Description eStkGraphicsMarkerBatchRenderingMethodGeometryShader 0 Render the marker batch using a geometry shader. Requires OpenGL 3.0 or 2.0 with the ARB_geometry_shader4 extension. eStkGraphicsMarkerBatchRenderingMethodVertexShader 1 Render the marker batch using a vertex shader. Requires OpenGL 2.0 or 1.5 with the following extensions: eStkGraphicsMarkerBatchRenderingMethodAutomatic 2 Render the marker batch using an automatically selected method based on the capabilities of the video card. eStkGraphicsMarkerBatchRenderingMethodFixedFunction 3 Render the marker batch using the fixed function pipeline. Generally, this is the slowest method but it supports all video cards.