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Aviatrix3D 2.1.0 |
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public interface MultipassRenderObserver
An observer and operator for working with multipass textures.
The observer is used to interact directly in a multipass rendering process. In multipass techniques, particularly those using the accumulation buffer, more than one pass through a specific set of data is used. This observer is used to allow application data to interact individually with each pass - for example to jitter the viewpoint for each pass.
This observer is not always required for multipass texture rendering. If it is not provided, then a single pass is rendered. You only need to implement and provide this if you need more than one pass.
Multipass rendering does not get processed in a stereo environment. Any multipass taking place is assumed to be written into the monoscopic back buffer before enabling the stereo processing for the final output.
Method Summary | |
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void |
beginRenderPass(javax.media.opengl.GL gl,
int passNumber,
int mipmapLevel)
Notification that the given pass number is about to start. |
void |
endRenderPass(javax.media.opengl.GL gl,
int passNumber,
int mipmapLevel)
Notification that the given pass number has just finished. |
int |
numPassesRequired()
Request how many passes this instance requires to be run. |
Method Detail |
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int numPassesRequired()
void beginRenderPass(javax.media.opengl.GL gl, int passNumber, int mipmapLevel)
passNumber
- The index of the pass about to be executedmipmapLevel
- The level of mipmap being drawn 0 for the full
detail and positive integers from theregl
- The gl context to draw withvoid endRenderPass(javax.media.opengl.GL gl, int passNumber, int mipmapLevel)
passNumber
- The index of the pass just finishedmipmapLevel
- The level of mipmap being drawn 0 for the full
detail and positive integers from theregl
- The gl context to draw with
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Aviatrix3D 2.1.0 |
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