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0.8.3:renderpass [2021/02/11 15:53] – [Compatibility with Render-Pass] admin0.8.3:renderpass [2021/02/11 16:01] – [Change Renderer Settings] admin
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 The core mechanism of render-pass handling is still available, but it might influence your final result, when using forward and legacy renderer inconsistently. The core mechanism of render-pass handling is still available, but it might influence your final result, when using forward and legacy renderer inconsistently.
 +Read more about [[#render-pass|render-passes]] in the following sections.
  
 You can activate legacy rendering for render-passes like in the following snippet: You can activate legacy rendering for render-passes like in the following snippet:
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 ^ Type ^ Description ^ ^ Type ^ Description ^
 | TRenderPassType.Pre | render-pass will be executed before main loop. | | TRenderPassType.Pre | render-pass will be executed before main loop. |
-| TRenderPassType.Intermediate | render-pass will be executed in between main loop (**very ineffective** - because executed each renderlist element) |+| TRenderPassType.Intermediate | render-pass will be executed in between main loop (**not recommended - very ineffective** - because executed each renderlist element) |
 | TRenderPassType.Post | render-pass will be executed after main loop. | | TRenderPassType.Post | render-pass will be executed after main loop. |
  
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 //Elder methods: RenderListToContext and RectToContext were removed while pipeline refactoring.// //Elder methods: RenderListToContext and RectToContext were removed while pipeline refactoring.//
- 
-The [[FBO|framebuffer object (FBO)]] is a structure inside of each render-pass and the main-loop. Render results are stored into that buffers. This allows to forward results from one step to another. 
  
 ^ Type ^ Description ^ ^ Type ^ Description ^
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 FMethod := TRenderPassMethod.RenderListToFBO; FMethod := TRenderPassMethod.RenderListToFBO;
 </file> </file>
 +
 +The [[FBO|framebuffer object (FBO)]] is a structure inside of each render-pass and the main-loop. 
 +(Or better to say: A structure in each context of a TRenderer).
 +
 +Render results are stored into that buffers. This allows to forward results from one step to another.
  
 ==== Rendering Procedure ==== ==== Rendering Procedure ====
  
 Because it's not enough to tell the renderer what and where to render, we need to define a way of rendering. Because it's not enough to tell the renderer what and where to render, we need to define a way of rendering.
-Therefore the render-pass controller supplies a property FRenderProc.+Therefore the render-pass controller supplies a property **FRenderProc**.
 Currently there are 2 ways defined: Currently there are 2 ways defined:
   * DefaultRendering   * DefaultRendering
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 ^Flag^Description^ ^Flag^Description^
-|TRendererFlag.IgnoreRenderTargets|Will not create any of the meta-textures (Albedo, TranslucentAlbedo, Alpha, Position), but will create the final composite texture of RGBA8 format.|+|TRendererFlag.IgnoreRenderTargets|Will not create any of the meta-textures (Albedo, TranslucentAlbedo, Alpha, Position), but will create the final composite texture of BGRA (Windows) / RGBA format.|
 |TRendererFlag.IgnoreCompositeCtrl|Will not create the embedded composite render pass to merge meta-textures.| |TRendererFlag.IgnoreCompositeCtrl|Will not create the embedded composite render pass to merge meta-textures.|