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0.8.3:renderpass [2021/02/11 15:59] – [Rendering Procedure] admin | 0.8.3:renderpass [2021/02/11 16:05] – [Shader / Render-Pass Material] admin | ||
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[...] | [...] | ||
- | constructor TMyRenderPass.Create(); | + | constructor TMyRenderPass.Create(AOwner : TComponent; |
+ | const AId : String = ' | ||
begin | begin | ||
inherited; | inherited; | ||
Line 204: | Line 205: | ||
^Flag^Description^ | ^Flag^Description^ | ||
- | |TRendererFlag.IgnoreRenderTargets|Will not create any of the meta-textures (Albedo, TranslucentAlbedo, | + | |TRendererFlag.IgnoreRenderTargets|Will not create any of the meta-textures (Albedo, TranslucentAlbedo, |
|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.| | ||
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1) For **RenderListToFBO** rendering: | 1) For **RenderListToFBO** rendering: | ||
- | * Create a global material shader for all objects and override the object-specific shaders | + | * Create a global material shader for all objects and override the object-specific shaders |
- | * Use the object-specific shaders, by returning NIL in the CreateMaterial() method | + | * Use the object-specific shaders, by returning NIL in the CreateMaterial() method |
2) For **RectToFBO** rendering: | 2) For **RectToFBO** rendering: | ||
* Create a global material shader | * Create a global material shader |