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mirror of https://gitlab.com/OpenMW/openmw.git synced 2025-03-01 07:13:22 +00:00

Merge branch 'docs_and_rtt' into 'master'

[Postprocessing] Typos in docs and state attributes

See merge request OpenMW/openmw!1969
This commit is contained in:
jvoisin 2022-06-04 13:33:35 +00:00
commit 34aa27b713
2 changed files with 7 additions and 20 deletions

View File

@ -239,13 +239,13 @@ float omw_GetPointLightRadius(int index)
stateSet->setAttribute(program);
if (mBlendSource && mBlendDest)
stateSet->setAttribute(new osg::BlendFunc(mBlendSource.value(), mBlendDest.value()));
stateSet->setAttributeAndModes(new osg::BlendFunc(mBlendSource.value(), mBlendDest.value()));
if (mBlendEq)
stateSet->setAttribute(new osg::BlendEquation(mBlendEq.value()));
stateSet->setAttributeAndModes(new osg::BlendEquation(mBlendEq.value()));
if (mClearColor)
stateSet->setAttribute(new SceneUtil::ClearColor(mClearColor.value(), GL_COLOR_BUFFER_BIT));
stateSet->setAttributeAndModes(new SceneUtil::ClearColor(mClearColor.value(), GL_COLOR_BUFFER_BIT));
}
void Pass::dirty()

View File

@ -502,7 +502,7 @@ is not wanted and you want a custom render target.
+------------------+---------------------+-----------------------------------------------------------------------------+
| width_ratio | float | Automatic width as a percentage of screen width |
+------------------+---------------------+-----------------------------------------------------------------------------+
| height_ratio | float | Automatic width as a percentage of screen height |
| height_ratio | float | Automatic height as a percentage of screen height |
+------------------+---------------------+-----------------------------------------------------------------------------+
| width | float | Width in pixels |
+------------------+---------------------+-----------------------------------------------------------------------------+
@ -511,10 +511,9 @@ is not wanted and you want a custom render target.
| mipmaps | boolean | Whether mipmaps should be generated every frame |
+------------------+---------------------+-----------------------------------------------------------------------------+
To use the render target a pass must be assigned to it, along with any optional clear or blend modes.
To use the render target you must assign passes to it, along with any optional clear modes or custom blend modes.
In the code snippet below a rendertarget is used to draw the red cannel of a scene at half resolution, then a quarter. As a restriction,
In the code snippet below a rendertarget is used to draw the red channel of a scene at half resolution, then a quarter. As a restriction,
only three render targets can be bound per pass with ``rt1``, ``rt2``, ``rt3``, respectively.
.. code-block:: none
@ -552,21 +551,9 @@ only three render targets can be bound per pass with ``rt1``, ``rt2``, ``rt3``,
}
}
Now, if we ever run the `downsample2x` pass it will write to the target buffer instead of the default
Now, when the `downsample2x` pass runs it will write to the target buffer instead of the default
one assigned by the engine.
To use the uniform you can reference it in any pass, it should **not** be declared with the ``uniform`` keyword.
.. code-block:: none
fragment pass {
void main()
{
// ...
vec3 color = uColor;
}
}
Simple Example
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