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layer3d [2020/08/06 12:18] – [DirectX-OpenGL Bridge] admin | layer3d [2020/11/04 14:55] – [DirectX-OpenGL Bridge] admin | ||
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+ | ===== Effects ===== | ||
+ | With version 0.8.2.x FMX effect components, like TGaussianBlurEffect, | ||
+ | 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. | ||
+ | |||
+ | {{: | ||
+ | {{: | ||
+ | {{: | ||
===== 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 |
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 | + | * 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 | ||
Next step: [[scripting|Scripting]] | Next step: [[scripting|Scripting]] |