Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
0.8.3:renderpass [2021/02/11 16:05] – [Shader / Render-Pass Material] admin0.8.3:renderpass [2021/02/12 22:13] – [Render Targets] admin
Line 51: Line 51:
 **2) Additional opaque texture** **2) Additional opaque texture**
 ^ Texture-ID ^Format ^InternalFormat^DataType^ ^ Texture-ID ^Format ^InternalFormat^DataType^
-|Albedo Texture|BGRA (Windows) / RGBA|BGRA (Windows) / RGBA|UnsignedByte|+|Albedo Texture|BGRA (Windows) / RGBA|RGBA8|UnsignedByte|
  
 **3) Additional translucent texture** **3) Additional translucent texture**
Line 61: Line 61:
 **4) Composite texture / final output texture** **4) Composite texture / final output texture**
 ^ Texture-ID ^Format ^InternalFormat^DataType^ ^ Texture-ID ^Format ^InternalFormat^DataType^
-|Composite Texture|BGRA (Windows) / RGBA|BGRA (Windows) / RGBA|UnsignedByte|+|Composite Texture|BGRA (Windows) / RGBA|RGBA8|UnsignedByte|
  
 This texture will be filled by an embedded composite render-pass, which combines opaque and translucent albedo textures. This texture will be filled by an embedded composite render-pass, which combines opaque and translucent albedo textures.
Line 266: Line 266:
  
 2) For **RectToFBO** rendering: 2) For **RectToFBO** rendering:
-   * Create a global material shader+   * Create a global material shader (f.e. blur post-effect)
  
 To create an global material shader for your render-pass you need to extend **TGorillaRenderPassMaterialSource** and **TGorillaRenderPassMaterial**. To create an global material shader for your render-pass you need to extend **TGorillaRenderPassMaterialSource** and **TGorillaRenderPassMaterial**.