| Class | Description |
|---|---|
| CachedRenderPass | |
| CacheScenePass |
Render scene-graph to deferred shading textures using MaterialShaders (these
are activated by GLDisplay per Node)
|
| CopyFloatTexturePass |
This class sets up primary transparency information and renders emissive materials which may need to be removed and worked into
light shaders!
|
| DepthPeelingPass | |
| DrawSkyPass |
Simple ToneMapping to render results of the hd-lighting passes.
|
| DrawTranspBackgroundPass |
Simple ToneMapping to render results of the hd-lighting passes.
|
| EdgeFilteringPass |
Process deferred shading textures and render results into float-Textures
(ping-pong'ing)
|
| ExtractLayerPass | |
| ExtractSucessiveLayerPass | |
| FullQualityRenderPass | |
| FullRenderPass | |
| PrepareAlphaPass |
This class sets up primary transparency information
|
| PreprocessPass |
This class sets up primary transparency information and renders emissive materials which may need to be removed and worked into
light shaders!
|
| PresentDebugImagePass | |
| PresentScenePass |
Renderpass that renders a texture to opengls drawbuffer.
|
| ReduceImagePass |
Simple ToneMapping to render results of the hd-lighting passes.
|
| RenderPass | |
| ToneMappingPass |
Simple ToneMapping to render results of the hd-lighting passes.
|
| ToolRenderPass |
Renders cached Nodes from the scenegraph.
|