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Class Summary | |
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CachedRenderPass | |
CacheScenePass | Render scene-graph to deferred shading textures using MaterialShaders (these are activated by GLDisplay per Node) |
CopyFloatTexturePass | This class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders! |
DepthPeelingPass | |
DrawSkyPass | Simple ToneMapping to render results of the hd-lighting passes. |
DrawTranspBackgroundPass | Simple ToneMapping to render results of the hd-lighting passes. |
EdgeFilteringPass | Process deferred shading textures and render results into float-Textures (ping-pong'ing) |
ExtractLayerPass | |
ExtractSucessiveLayerPass | |
FullQualityRenderPass | |
PrepareAlphaPass | This class sets up primary transparency information |
PreprocessPass | This class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders! |
PresentDebugImagePass | |
PresentScenePass | Renderpass that renders a texture to opengls drawbuffer. |
ProcessLightingPass | |
ToolRenderPass | Renders cached Nodes from the scenegraph. |
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