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! scope="col" | Description | ! scope="col" | Description | ||
|- | |- | ||
! scope="row"| <tt>name | ! scope="row"| <tt>name</tt> | ||
| {{No}} | | {{No}} | ||
| string | | string | ||
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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: | 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: | ||
; clear-color, clear-accum, clear-depth and clear-stencil | {| 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> | |||
| {{Yes}} | |||
| vec4 | |||
| black, black, <tt>1.0</tt>, <tt>0</tt> respectively | |||
| Pass clear colors | |||
|- | |||
! scope="row"| <tt>clear-mask</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. | |||
|} | |||
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: | 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: | ||
; buffer | {| 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> | |||
| {{No}} | |||
| <tt>color0</tt> to <tt>color15, depth, stencil, depth-stencil</tt> | |||
| | |||
| FBO attachment point | |||
|- | |||
! scope="row"| <tt>level</tt> | |||
| {{Yes}} | |||
| int | |||
| <tt>0</tt> | |||
| Mipmap level of the texture that is attached | |||
|- | |||
! scope="row"| <tt>face</tt> | |||
| {{Yes}} | |||
| int | |||
| <tt>0</tt> | |||
| Face of cube map texture or z-level of 3d texture | |||
|- | |||
! scope="row"| <tt>mipmap-generation</tt> | |||
| {{Yes}} | |||
| bool | |||
| <tt>false</tt> | |||
| Whether mipmap generation should be done for texture | |||
|- | |||
! scope="row"| <tt>multisample-samples</tt> | |||
| {{Yes}} | |||
| int | |||
| <tt>0</tt> | |||
| Multisample anti-aliasing (MSAA) samples | |||
|- | |||
! scope="row"| <tt>multisample-color-samples</tt> | |||
| {{Yes}} | |||
| int | |||
| <tt>0</tt> | |||
| Multisample anti-aliasing (MSAA) color samples | |||
|} | |||
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: | ||
; buffer | {| 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 | |||
|} | |||
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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