::= (abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ$#%!_*&\\/)Įach compositor instance clones the original material for the compositor, so they can be modified independently for each viewport where the compositor is used. 'decrement_wrap' | 'decrement' | 'invert' ::= 'keep' | 'zero' | 'replace' | 'increment_wrap' | 'increment' | 'not_equal' | 'equal' | 'greater_equal' | 'greater' ::= 'always_fail' | 'always_pass' | 'less_equal' | 'less' | 'equal' | ::= 'render_quad' | 'clear' | 'stencil' | 'render_scene' This is the BNF grammer for the compositor script utilizing the Ogre simplified BNF compiler Here is the Compositor script manual released with Ogre 1.6 In case a postfilter is enabled and disabled frequently, one should use the enableCompositor and disableCompositor functionality as that keeps local resources like scratch textures around. This makes sure the sum textureĬhaining postfilters is as easy as adding multiple Compositors to one render target,ĬompositorManager::getSingleton().addCompositor(mViewport, "Blur") ĬompositorManager::getSingleton().addCompositor(mViewport, "B&W") Īfter adding them, compositors can be enabled and disabled individually, or removed again with removeCompositor. Render this target pass only initially, on the first frame that Texture temp target_width target_height PF_A8R8G8B8 Texture sum target_width target_height PF_A8R8G8B8 Motion Blur /// Manuel's motion blur effect Blend a fullscreen quad over the scene Render output from previous pass (or original scene) / Needs only two 128x128 rtts, but does two renders of the scene Suggestion by Sinbad this needs no screen sized RenderTexture and can selectively make object glare (but does render the scene twice) ![]() Renders a fullscreen quad with a material Render output from previous compositor (or original scene) Texture scene target_width target_height PF_A8R8G8B8 / Needs a scene-sized rtt, but does only one render of the scene Seeing the system grow into much more than just simple postfiltering, I(Wumpus) decided on this renaming.Ĭompositors can be built from code or by writing. PostFilters have from hereon been renamed to Compositors.By using this system, you'll be able to implement postfilter effects in Ogre just like you think about compositing the passes. It is very roughly based on Manuel's postfilter framework introduced here. Here we will describe the Ogre in-core compositing system in Dagon.
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