343
edits
m (shuffle around to status paragraph) |
No edit summary |
||
Line 126: | Line 126: | ||
=== Passes === | === Passes === | ||
A pass wraps around an [http://public.vrac.iastate.edu/vancegroup/docs/OpenSceneGraphReferenceDocs-3.0/a00089.html osg::Camera]. | 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: | ||
; scene | ; condition | ||
: A valid XML expression that enables the pass when met. | |||
; | ; clear-color, clear-accum, clear-depth and clear-stencil | ||
: | : Default values are black, black, 1.0 and 0 respectively. | ||
; clear-color-bit, clear-accum-bit, clear-depth-bit and clear-stencil-bit | |||
: Default values are true, false, true, false, respectively. | |||
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. | |||
; 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. | |||
; geometry | |||
: 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. | |||
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: |
edits