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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 | 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; | {| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed; | ||
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! scope="row"| <tt>component</tt> | ! scope="row"| <tt>component</tt> | ||
| {{No}} | | {{No}} | ||
| <tt>color0</tt> to <tt>color15, depth, stencil, depth-stencil</tt> | | <tt>color, color0</tt> to <tt>color15, depth, stencil, depth-stencil</tt> | ||
| | | | ||
| FBO attachment point | | FBO attachment point | ||
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Passes can also receive buffers as input and use them in their shaders. This is accomplished by the <code><binding | 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; | {| class="wikitable" style="text-align: center; font-size: 85%; width: auto; table-layout: fixed; |
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