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Compositor

909 bytes added, 14:01, 8 November 2019
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! scope="col" | Description
|-
! scope="row"| <tt>name</tt>
| {{No}}
| string
A pass wraps around an [http://public.vrac.iastate.edu/vancegroup/docs/OpenSceneGraphReferenceDocs-3.0/a00089.html osg::Camera]. Passes all have some common parameters:
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed;! scope="col" | Parameter Name! scope="col" | Optional! scope="col" | Value! scope="col" | Default Value! scope="col" | Description|-! scope="row"| <tt>clear-color, clear-accum, clear-depth and clear-stencil</tt>: Default values are | {{Yes}}| vec4| black, black, <tt>1.0 and </tt>, <tt>0 </tt> respectively.; | Pass clearcolors|-mask: Controls the camera ! scope="row"| <tt>clear -mask. Default value is "</tt>| {{Yes}}| <tt>color , stencil, depth"., accum</tt>; | <tt>color depth</tt>| Pass clear mask|-! scope="row"| <tt>effect-scheme</tt>: | {{Yes}}| Valid effect scheme name| None| The pass will try to use the specified effect scheme to draw every object.; condition: A valid boolean condition to enable the pass at startup (doesn't work at runtime).|}
Passes can render to a buffer (Render to Texture), to several buffers (Multiple Render Targets) or directly to the framebuffer. This is accomplished by the <code><attachment/></code> tag. Possible parameters of an attachment are:
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed;! scope="col" | Parameter Name! scope="col" | Optional! scope="col" | Value! scope="col" | Default Value! scope="col" | Description|-! scope="row"| <tt>buffer</tt>: | {{No}}| Valid buffer name| | The name of the buffer to output to.; |-! scope="row"| <tt>component</tt>: FBO attachment point. Possible values are | {{No}}| <tt>color0 </tt> to <tt>color15, depth, stencil and , depth-stencil.</tt>; | | FBO attachment point|-! scope="row"| <tt>level (Optional)</tt>| {{Yes}}: Controls the mip map | int| <tt>0</tt>| Mipmap level of the texture that is attached. Default value is 0.; face (Optional)|-: Controls the ! scope="row"| <tt>face </tt>| {{Yes}}| int| <tt>0</tt>| Face of texture cube map texture or z -level of 3d texture. Default value is 0.; |-! scope="row"| <tt>mipmap-generation (Optional)</tt>: Controls whether | {{Yes}}| bool| <tt>false</tt>| Whether mipmap generation should be done for texture. Default value is false.; |-! scope="row"| <tt>multisample-samples (Optional)</tt>: | {{Yes}}| int| <tt>0</tt>| Multisample anti-aliasing (MSAA ) samples. Default value is 0.; |-! scope="row"| <tt>multisample-color-samples (Optional)</tt>: | {{Yes}}| int| <tt>0</tt>| Multisample anti-aliasing (MSAA ) color samples. Default value is 0.; condition: A valid boolean condition to enable the attachment at startup (doesn't work at runtime).|}
Passes can also receive buffers as input and use them in their shaders. This is accomplished by the <code><binding/></code> tag, which has the following parameters:
{| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed;! scope="col" | Parameter Name! scope="col" | Optional! scope="col" | Value! scope="col" | Default Value! scope="col" | Description|-! scope="row"| <tt>buffer</tt>: | {{No}}| Valid buffer name| | The name of the buffer to bind.; |-! scope="row"| <tt>unit</tt>: | {{No}}| int| | The texture unit to place the texture on. Effects will be able to access the buffer on this texture unit.; condition: A valid boolean condition to enable the binding at startup (doesn't work at runtime).|}
There are specific pass types, each with their own set of custom parameters:
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