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viewport [2020/05/25 13:46] – [Rendering-Pipeline] admin | viewport [2021/01/22 09:33] – [Creating a viewport at runtime] admin | ||
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<file pascal Form1.pas> | <file pascal Form1.pas> | ||
uses | uses | ||
- | | + | |
Gorilla.Viewport; | Gorilla.Viewport; | ||
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==== Rendering-Order ==== | ==== Rendering-Order ==== | ||
- | **Render-Cycle:** | + | **Render-Cycle** |
- | - all pre-processing passes represented by instances of TGorillaRenderPassController | + | |
+ | A render-cycle is the process of rendering everything needed for a frame. | ||
+ | |||
+ | - all pre-processing | ||
- main render pass | - main render pass | ||
- | - all post-processing passes represented by instances of TGorillaRenderPassController | + | - all post-processing |
**Render-Pass** | **Render-Pass** | ||
+ | |||
+ | A render pass is a closed unit for rendering specific elements or some kind of effect, inside of a step of the render-cycle. | ||
+ | |||
- all opaque objects (not transparent) | - all opaque objects (not transparent) | ||
- all transparent objects (rendered into separated buffers) | - all transparent objects (rendered into separated buffers) | ||
- compositing opaque and transparent render result | - compositing opaque and transparent render result | ||
+ | Read more: [[renderpass|Renderpasses]] | ||
===== Frame-Rate ===== | ===== Frame-Rate ===== | ||
==== Requesting FrameRate (FPS) ==== | ==== Requesting FrameRate (FPS) ==== | ||
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===== FrustumCulling ===== | ===== FrustumCulling ===== | ||
+ | The viewing frustum is a geometric representation of the volume visible to the virtual camera. Naturally, objects outside this volume will not be visible in the final image, so they are discarded. | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | This is a great boost to the performance of your application, | ||
+ | The FrustumCulling property enables or disables the functionality in general. | ||
+ | |||
+ | But you can activate/ | ||
+ | <file pascal> | ||
+ | GorillaCube1.FrustumCullingCheck := false; | ||
+ | </ | ||
+ | |||
+ | If FrustumCullingCheck is set to FALSE, it will always be rendered, wether it's inside or outside of the view frustum. | ||
+ | |||
+ | Take care, that the frustum culling may affect render-passes, | ||
===== HighRes ===== | ===== HighRes ===== | ||