Uses of Class
de.grogra.glsl.renderpass.RenderPass
Packages that use RenderPass
Package
Description
-
Uses of RenderPass in de.grogra.glsl.light
Subclasses of RenderPass in de.grogra.glsl.lightModifier and TypeClassDescriptionclassProcess deferred shading textures and render results into float-Textures (ping-pong'ing)classclassSimple ToneMapping to render results of the hd-lighting passes.class -
Uses of RenderPass in de.grogra.glsl.renderpass
Subclasses of RenderPass 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!classclassSimple 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)classclassclassclassclassThis 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!classclassRenderpass that renders a texture to opengls drawbuffer.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 RenderPass in de.grogra.glsl.renderpass.nostencil
Subclasses of RenderPass 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!classclassSimple 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)classclassclassclassThis 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!classclassRenderpass that renders a texture to opengls drawbuffer.classclassRenders cached Nodes from the scenegraph.