Class Summary |
CachedRenderPass |
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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 |
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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 |
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ExtractSucessiveLayerPass |
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FullQualityRenderPass |
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FullRenderPass |
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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. |