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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.