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; wrap-s, wrap-t and wrap-r (Optional) | ; wrap-s, wrap-t and wrap-r (Optional) | ||
: They change the wrap mode for each coordinate. Possible values are: clamp, clamp-to-edge, clamp-to-border, repeat and mirror. The default value for every coordinate is clamp-to-border. | : They change the wrap mode for each coordinate. Possible values are: clamp, clamp-to-edge, clamp-to-border, repeat and mirror. The default value for every coordinate is clamp-to-border. | ||
; condition | |||
: A valid boolean condition to enable the buffer at startup (doesn't work at runtime). | |||
A typical [[PropertyList XML File|property tree structure]] describing a buffer may be as follows: | A typical [[PropertyList XML File|property tree structure]] describing a buffer may be as follows: | ||
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; effect-override | ; effect-override | ||
: Use the specified effect to draw every object. This is useful for special passes like G-buffer and shadow map optimization. | : Use the specified effect to draw every object. This is useful for special passes like G-buffer and shadow map optimization. | ||
; condition | |||
: A valid boolean condition to enable the pass at startup (doesn't work at runtime). | |||
There are specific pass types, each with their own set of custom parameters: | There are specific pass types, each with their own set of custom parameters: | ||
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; multisample-color-samples (Optional) | ; multisample-color-samples (Optional) | ||
: MSAA color samples. Default value is 0. | : 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: | 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: | ||
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; unit | ; unit | ||
: The texture unit to place the texture on. Effects will be able to access the buffer on this texture unit. | : 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). | |||
Example XML for a ''scene'' type pass: | Example XML for a ''scene'' type pass: | ||
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* Finish Clustered Forward Rendering. | * Finish Clustered Forward Rendering. | ||
* Some kind of versioning system to be able to make breaking changes in the future if/when the compositor is updated in any significant way, without people having to manually update their configs. | * Some kind of versioning system to be able to make breaking changes in the future if/when the compositor is updated in any significant way, without people having to manually update their configs. | ||
== Known Issues == | == Known Issues == |
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