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transparency [2020/01/30 23:17] – [Transparency] admin | transparency [2020/06/02 14:51] – [Order-Independent Rendering] admin | ||
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FMX already provides the " | FMX already provides the " | ||
+ | {{youtube> | ||
==== Usage ==== | ==== Usage ==== | ||
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Gorilla3D components are all able to handle the weighted blended order-independent transparency rendering, **but Delphi FMX objects are not**! | Gorilla3D components are all able to handle the weighted blended order-independent transparency rendering, **but Delphi FMX objects are not**! | ||
- | Because there is no general way of intersecting FMX 3D components in rendering, we have to add to some code to **each translucent 3D component** used. | + | Because there is no general way of intersecting FMX 3D components in rendering, we have to add to some code to **each translucent |
=== Inheritance === | === Inheritance === | ||
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* TGorillaPlane | * TGorillaPlane | ||
* TGorillaTextLayer3D (also optimized for android platform) | * TGorillaTextLayer3D (also optimized for android platform) | ||
+ | |||
+ | ==== Materials ==== | ||
+ | Besides component' | ||
+ | |||
+ | Any extended material of TGorillaDefaultMaterial is able to write that data to the bound framebuffer object. | ||
+ | |||
+ | You can of course write your own shader. But you'll need to write the compressed fragment color (RGBA) and the alpha | ||
+ | value (R8) to separated Render targets. | ||
Next step: [[layer3d|2D FMX components]] | Next step: [[layer3d|2D FMX components]] |