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There are specific pass types, each with their own set of custom parameters
==== scene ====
Renders the scene from the point of view given by the CameraGroup.
: A 32 bit number that specifies the cull mask to be used. See <tt>simgear/scene/util/RenderConstants.hxx</tt> to know which bits enable what . ; z-near and z-far : They change the depth range to be used . If both of them are zero, the default Z range in the CameraGroup is used. ; clustered- forward : Enables the use of clustered forward rendering for this pass. ; cubemap-face : Ignores the given view and projection matrices and uses a custom one that renders the scene as if it was seen from inside a cubemap looking towards the specified face .
==== quad ====
Renders a fullscreen quad with an optional [[Effects|effect]] applied. Useful for screen space shaders (like SSAO, Screen Space Reflections or bloom) and deferred rendering.
: Specifies the x, y, width and height of the fullscreen quad inside the viewport using normalized coordinates. ; effect : The quad will use this effect.
==== shadow-map ====
Renders the scene from a light's point of view.
light- num: The OpenGL light number to use for this shadow map.; near- m and far-m: They specify the range of the shadow map. Example XML for a ''scene'' type pass: <syntaxhighlight lang=" xml" > <pass> <name>forward- lighting</name> <type>scene</type> <clear-color type=" vec4d" >0 0 0 0< /clear-color> <clustered- forward/> <binding> <buffer>shadowmap</ buffer> <unit>10</unit> </binding> <attachment> <buffer>color</buffer> <component>color0</component> <multisample- samples>4</multisample-samples> < multisample-color-samples> 4</multisample- color- samples> </ attachment> <attachment> <buffer>depth</buffer> <component>depth </component> </attachment> </pass> </syntaxhighlight>
== TODO ==