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    Class MainRenderTask

    The main game rendering task used by the engine.

    For Main Render Task its Output may be null because game can be rendered directly to the native window backbuffer. This allows to increase game rendering performance (reduced memory usage and data transfer). User should use post effects pipeline to modify the final frame.

    Inheritance
    Object
    ScriptingObject
    RenderTask
    SceneRenderTask
    MainRenderTask
    Inherited Members
    SceneRenderTask::_customActorsScene
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    ScriptingObject::_type
    SceneRenderTask::ActorsSource
    SceneRenderTask::AddCustomActor(Actor* actor)
    SceneRenderTask::AddCustomPostFx(PostProcessEffect* fx)
    SceneRenderTask::AddGlobalCustomPostFx(PostProcessEffect* fx)
    SceneRenderTask::AllowGlobalCustomPostFx
    RenderTask::Begin
    SceneRenderTask::Buffers
    SceneRenderTask::Camera
    SceneRenderTask::CameraCut()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    SceneRenderTask::CanDraw()
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    SceneRenderTask::ClearCustomActors()
    SceneRenderTask::CollectDrawCalls
    SceneRenderTask::CollectPostFxVolumes(RenderContext& renderContext)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    SceneRenderTask::CustomActors
    SceneRenderTask::CustomPostFx
    SceneRenderTask::CustomScenes
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ScriptingObject::DestroyManaged()
    RenderTask::Enabled
    RenderTask::End
    Object::Flags
    RenderTask::FrameCount
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    ScriptingObject::GetOrCreateManagedInstance()
    SceneRenderTask::GetOutputView()
    SceneRenderTask::GetOutputViewport()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    SceneRenderTask::GetViewport()
    SceneRenderTask::GlobalCustomPostFx
    ScriptingObject::HasManagedInstance()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    SceneRenderTask::IsCameraCut
    SceneRenderTask::IsCustomRendering
    ScriptingObject::IsRegistered()
    RenderTask::LastUsedFrame
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    SceneRenderTask::OnCollectDrawCalls(RenderContextBatch& renderContextBatch, byte category = 0)
    ScriptingObject::OnDeleteObject()
    RenderTask::OnDraw()
    SceneRenderTask::OnEnd(GPUContext* context)
    SceneRenderTask::OnIdle()
    ScriptingObject::OnManagedInstanceDeleted()
    SceneRenderTask::OnPostRender(GPUContext* context, RenderContext& renderContext)
    SceneRenderTask::OnPreRender(GPUContext* context, RenderContext& renderContext)
    RenderTask::OnPresent(bool vsync)
    SceneRenderTask::OnRender(GPUContext* context)
    ScriptingObject::OnScriptingDispose()
    RenderTask::operator<(const RenderTask& other)
    RenderTask::Order
    SceneRenderTask::Output
    SceneRenderTask::PostRender
    SceneRenderTask::PreRender
    RenderTask::Present
    ScriptingObject::RegisterObject()
    SceneRenderTask::RemoveCustomActor(Actor* actor)
    SceneRenderTask::RemoveCustomPostFx(PostProcessEffect* fx)
    SceneRenderTask::RemoveGlobalCustomPostFx(PostProcessEffect* fx)
    RenderTask::Render
    SceneRenderTask::RenderingPercentage
    SceneRenderTask::Resize(int32 width, int32 height)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    ScriptingObject::SetManagedInstance(MObject* instance)
    SceneRenderTask::SetupRender
    MainRenderTask
    RenderTask::SwapChain
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    ScriptingObject::UnregisterObject()
    SceneRenderTask::UpscaleLocation
    SceneRenderTask::View
    Object::~Object()
    RenderTask::~RenderTask()
    SceneRenderTask::~SceneRenderTask()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Graphics/RenderTask.h
    Syntax
    public class MainRenderTask : public SceneRenderTask

    Fields

    Instance

    Gets the main game rendering task. Use it to plug custom rendering logic for your game.

    Declaration
    public static MainRenderTask* Instance
    Field Value
    MainRenderTask

    Methods

    OnBegin(GPUContext* context)

    Called on task rendering begin.

    Declaration
    public virtual void OnBegin(GPUContext* context) override
    Parameters
    GPUContext context

    The GPU context.

    Overrides
    SceneRenderTask::OnBegin(GPUContext* context)

    See Also

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