Render Binning

The render sorting and batching system.

Description

In Torque we use a binning system to do the initial ordering and batching of rendering operations.

When rendering a pass is made thru all the game objects visible in the scene. The game objects will each submit one or more RenderInst to the RenderPassManager. The pass manager maintains an ordered list of RenderBinManagers each which get a chance to consume the RenderInst.

After all the game objects have been processed the RenderPassManager lets each bin sort then render the RenderInsts they contain.

Currently from script you can only define and change the order of the bins in the RenderPassManager. To create new types of bins or add new rendering methods you will need C++ source access.

See also

The file corescriptsclientrenderManager.cs.

Enumeration

enum RenderTexTargetSize

What size to render the target texture. Sizes are based on the Window the render is occuring in.

Parameters:
  • windowsize – Render to the size of the window.
  • windowsizescaled – Render to the size of the window, scaled to the render target’s size.
  • fixedsize – Don’t scale the target texture, and render to its default size.

Variables

bool RenderOcclusionMgr::debugRender[static, inherited]

A debugging feature which renders the occlusion volumes to the scene.

bool RenderTerrainMgr::renderWireframe[static, inherited]

Used to enable wireframe rendering on terrain for debugging.