Table of Contents

Enum EnumRenderStage

Namespace
Vintagestory.API.Client
Assembly
VintagestoryAPI.dll
public enum EnumRenderStage

Fields

AfterBlit = 9

Scene has been rendered onto the default frame buffer, but not yet rendered UIs

AfterFinalComposition = 11

The post processing passes are merged with all 3d geometry and the scene is color graded

AfterOIT = 3

To render the held item over water. If done in the opaque pass it would not render water behind it.

AfterPostProcessing = 8

After all 3d geometry has rendered and post processing of the frame is complete

Before = 0

Before any rendering has begun, use for setting up stuff during render

Done = 12

Scene is blitted onto the default frame buffer, buffers not yet swapped though so can still render to default FB

OIT = 2

Order independent transparency

Opaque = 1

Opaque/Alpha tested rendering

Ortho = 10

Ortho mode for rendering GUIs and everything 2D

ShadowFar = 4

Shadow map

ShadowFarDone = 5

Shadow map done

ShadowNear = 6

Shadow map

ShadowNearDone = 7

Shadow map done