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40 bytes added, 10:16, 10 February 2019
}}</ref> and at the time plans were discussed to unify this with the ongoing Rembrandt implementation (no longer maintained).
Adopting Zan's approach would have meant that efforts like [[Rembrandt]] (deferred rendering) could have been implemented without requiring C++ space modifications, i.e. purely in [[Base package]] space.
Rembrandt's developer (FredB) suggested to extend the format to avoid duplicating the stages when you have more than one viewport, i.e. specifying a pipeline as a template, with conditions like in effects, and have the current camera layout refer the pipeline that would be duplicated, resized and positioned for each declared viewport <ref>{{cite web
At that point, it didn't have everything Rembrandt's pipeline needs, but most likely could be easily enhanced to support those things.
Basically , the original version added support for multiple camera passes, texture targets, texture formats, passing textures from one pass to another etc, while preserving the standard rendering line if user wants that. <ref>{{cite web
|url =
|title = <nowiki> [Flightgear-devel] [Rembrandt] the plan </nowiki>

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