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renderpass [2020/01/09 14:04] – [Rendering Method] admin | renderpass [2020/01/09 14:06] – [Rendering Method] admin | ||
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| TRenderPassMethod.RectToFBO | Will render a rectangle to the render pass specific FrameBufferObject (FBO). The render pass need to have an individual material applied, otherwise an error occurs. Use this method for rendering //post effects// in a chain of post effects. | | | TRenderPassMethod.RectToFBO | Will render a rectangle to the render pass specific FrameBufferObject (FBO). The render pass need to have an individual material applied, otherwise an error occurs. Use this method for rendering //post effects// in a chain of post effects. | | ||
- | In the next step you have to decide, if a one-for-all material shader should be used or the object specific material shaders. | + | In the next step you have to decide, if a **one-for-all material shader** should be used //or// the **object specific material shaders**. |
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. | ||