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Compositor

531 bytes added, 14:31, 8 November 2019
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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.
{| 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>cull-mask</tt>: | {{Yes}}| 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.; | <tt>0xffffffff</tt>| Specifies the cull mask to be used in the underlying <tt>osg::Camera</tt>|-! scope="row"| <tt>z-near and , z-far</tt>: | {{Yes}}| int| Default Z range in the CameraGroup| 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.; ! scope="row"| <tt>cubemap-face</tt>: | {{Yes}}| int| <tt>-1</tt> (don't use cubemap)| 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.
{| 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>geometry</tt>: Specifies the | {{Yes}}| float values for <code><x>, <y>, <width and >, <height ></code>| <tt>0.0, 0.0, 1.0, 1.0</tt> respectively| Size of the fullscreen quad inside the viewport using normalized coordinates.; |-! scope="row"| <tt>effect</tt>: The quad | {{Yes}}| Valid Effect file| None| This Effect will use this effect.be applied to the quad geometry|}
==== shadow-map ====
Renders the scene from a light's point of view.
{| class="wikitable" style="text-align: center; lightfont-numsize: The OpenGL light number to use for this shadow map.85%; width: auto; neartable-m and far-mlayout: They specify the range of the shadow map.fixed;! scope="col" | Parameter NameExample XML for a ''scene'' type pass:! scope="col" | Optional! scope="col" | Value<syntaxhighlight lang! scope="xmlcol">| Default Value<pass>! scope="col" | Description <name>forward|-lighting</name> <type>scene</type> <clear-color type! scope="vec4drow">0 0 0 0| </clear-colortt <clusteredlight-forward/>  <binding> <buffer>shadowmapname</buffertt> <unit>10</unit>| {{No}} </binding>| Valid light name that exists in the scene graph <attachment>| <buffer>color</buffer>| The name of the osg::LightSource to use for this shadow map <component>color0</component> <multisample|-samples>4</multisample-samples> ! scope="row"| <multisample-color-samplestt>4</multisamplenear-colorm, far-samples> m</attachmenttt> <attachment>| {{No}} <buffer>depth</buffer>| Valid Effect file| <component>| They specify the depth</component>range of the shadow map </attachment></pass></syntaxhighlight>|}
== TODO ==
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