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renderpass [2020/01/09 13:33] – [Rendering Method] admin | renderpass [2020/01/09 14:06] – [Rendering Method] admin | ||
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You are allowed to configure a destination / method for your individual render pass. | You are allowed to configure a destination / method for your individual render pass. | ||
- | Here the so called | + | A render destination is the place where computed image data is going to stored to. |
+ | * Context | ||
+ | * FrameBufferObject (FBO) | ||
+ | |||
+ | While the context (aka. main texture or Default-FBO) is the default texture used for final rendering output, the FrameBufferObject (FBO) is a buffer created for each render pass instance. | ||
+ | The FrameBufferObject (FBO) can be used to temporarily store your rendering result and push it to another render pass. | ||
+ | For further information read down below. | ||
^ Type ^ Description ^ | ^ Type ^ Description ^ | ||
- | | TRenderPassMethod.RenderListToContext | Will render all 3D objects in rendering list to the default FrameBufferObject (so called FBO / context | + | | TRenderPassMethod.RenderListToContext | Will render all 3D objects in rendering list to context. If a render pass material exists it will be applied, otherwise it will use the 3D object |
- | | TRenderPassMethod.RenderListToFBO | Will render all 3D objects in rendering list to the render pass specific FrameBufferObject (FBO) and attached textures. | | + | | TRenderPassMethod.RenderListToFBO | Will render all 3D objects in rendering list to render pass specific FrameBufferObject (FBO) and its attached textures. | |
- | | TRenderPassMethod.RectToContext | Will render a rectangle to default FrameBufferObject (FBO). The render pass need to have an individual material applied, otherwise an error occurs. Use this method for rendering post effects. The shader program will render to default FBO / context | + | | TRenderPassMethod.RectToContext | Will render a rectangle to context. The render pass need to have an individual material applied, otherwise an error occurs. Use this method for rendering |
- | | TRenderPassMethod.RectToFBO | Will render a rectangle to the render pass specific FrameBufferObject (FBO). | + | | TRenderPassMethod.RectToFBO | Will render a rectangle to the render pass specific FrameBufferObject (FBO). |
- | In the next step you have to decide, if the element materials (only in RenderList) or an especially | + | In the next step you have to decide, if a **one-for-all material |
Because sometimes you want the full scene just to be rendered from another perspective (like reflection) or you want to store a specific value (like the depth-value in shadow mapping) in the FBO. | Because sometimes you want the full scene just to be rendered from another perspective (like reflection) or you want to store a specific value (like the depth-value in shadow mapping) in the FBO. | ||