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layer3d [2020/08/06 12:18] – [DirectX-OpenGL Bridge] adminlayer3d [2020/11/04 14:55] – [DirectX-OpenGL Bridge] admin
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 </file> </file>
  
 +===== Effects =====
 +With version 0.8.2.x FMX effect components, like TGaussianBlurEffect, TPixelateEffect or TPaperSketchEffect are supported by Gorilla3D and can be applied to the TGorillaViewort as post-rendering effects.
 +This is a very easy way to modify the final rendering of your scenery without building your own post-effects.
 +The used TEffect component need to be enabled and the parent property linked to the viewport.
 +
 +{{:g3d_effect_1.jpg?nolink&400 |}}
 +{{:g3d_effect_2.jpg?nolink&400 |}}
 +{{:g3d_effect_3.jpg?nolink&400 |}}
 ===== Layers ===== ===== Layers =====
  
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 ===== DirectX-OpenGL Bridge ===== ===== DirectX-OpenGL Bridge =====
  
-**On Windows platforms** Firemonkey by default uses DirectX 9 or 11 as graphics library. But at the moment Gorilla3D only supports OpenGL.+**On Windows platforms** Firemonkey by default uses DirectX 9 or 11 as graphics library. But at the moment Gorilla3D only supports OpenGL 4.3.
 So we integrated our OpenGL implementation compatible to DirectX. So we integrated our OpenGL implementation compatible to DirectX.
 But this brings some restrictions with it regarding texturing. But this brings some restrictions with it regarding texturing.
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 __Remarks:__ __Remarks:__
-  * Only apply textures with a size 2 ^ X, so it's compatible to DirectX row-alignment and OpenGL texture-restriction+  * Only apply or work with textures of a size 2 ^ X, so it's compatible to DirectX row-alignment and OpenGL texture-restriction
   * Take care of the image format used in Gorilla3D: only RGBA/BGRA is allowed, when applying bitmaps from FMX   * Take care of the image format used in Gorilla3D: only RGBA/BGRA is allowed, when applying bitmaps from FMX
 +  * By using other image formats in Gorilla3D shaders, the framework will produce duplicated buffers
  
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