Pipeline(unsigned, unsigned, bool = false);
~Pipeline();
+ /* Sets high dynamic range mode. Requires floating-point texture support.
+ A ColorCurve postprocessor is recommended for full benefit. */
void set_hdr(bool);
+
void set_multisample(unsigned);
// Deprecated
Base class for renderable objects. Rendering is performed with the help of a
Renderer object.
-The render methods take a Tag to identify a render pass. It is most commonly
-used together with Techniques and Pipelines to implement multipass rendering.
+The render method takes a Tag to identify a render pass. It can be used with
+a Technique to select alternative rendering methods, such as simplified shaders
+for a depth-only shadow pass.
The setup_frame and finish_frame methods provide a mechanism for performing
once-per-frame operations. This is most useful for effects, which may need to
virtual long get_instance_key() const { return 0; }
/** Returns the model matrix of the Renderable. Null is returned if no such
- matrix exists. */
+ matrix exists. The matrix should be in world space for some effects to work
+ correctly. */
virtual const Matrix *get_matrix() const { return 0; }
/** Returns a bounding sphere that completely encloses the Renderable. The
const Mesh *get_mesh() const { return &mesh; }
/** Sets technique to render with. It should have a texture slot named
- "diffusemap", which will be replaced with the font's texture. */
+ "diffuse_map", which will be replaced with the font's texture. */
void set_technique(const Technique *);
const Technique *get_technique() const { return object.get_technique(); }