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| Class Summary | |
|---|---|
| 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 | |
| FullRenderPass | |
| 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. |
| ReduceImagePass | Simple ToneMapping to render results of the hd-lighting passes. |
| RenderPass | |
| ToneMappingPass | Simple ToneMapping to render results of the hd-lighting passes. |
| ToolRenderPass | Renders cached Nodes from the scenegraph. |
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