Uses of Class
de.grogra.glsl.renderpass.FullRenderPass
Packages that use FullRenderPass
Package
Description
-
Uses of FullRenderPass in de.grogra.glsl.light
Subclasses of FullRenderPass in de.grogra.glsl.lightModifier and TypeClassDescriptionclassProcess deferred shading textures and render results into float-Textures (ping-pong'ing)classSimple ToneMapping to render results of the hd-lighting passes. -
Uses of FullRenderPass in de.grogra.glsl.renderpass
Subclasses of FullRenderPass in de.grogra.glsl.renderpassModifier and TypeClassDescriptionclassclassRender scene-graph to deferred shading textures using MaterialShaders (these are activated by GLDisplay per Node)classThis class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders!classSimple ToneMapping to render results of the hd-lighting passes.classSimple ToneMapping to render results of the hd-lighting passes.classProcess deferred shading textures and render results into float-Textures (ping-pong'ing)classThis class sets up primary transparency informationclassThis class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders!classSimple ToneMapping to render results of the hd-lighting passes.classSimple ToneMapping to render results of the hd-lighting passes.classRenders cached Nodes from the scenegraph. -
Uses of FullRenderPass in de.grogra.glsl.renderpass.nostencil
Subclasses of FullRenderPass in de.grogra.glsl.renderpass.nostencilModifier and TypeClassDescriptionclassclassRender scene-graph to deferred shading textures using MaterialShaders (these are activated by GLDisplay per Node)classThis class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders!classSimple ToneMapping to render results of the hd-lighting passes.classSimple ToneMapping to render results of the hd-lighting passes.classProcess deferred shading textures and render results into float-Textures (ping-pong'ing)classThis class sets up primary transparency informationclassThis class sets up primary transparency information and renders emissive materials which may need to be removed and worked into light shaders!classRenders cached Nodes from the scenegraph.