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Aviatrix3D 1.0 | ||||||||||
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An observer and operator for working with multipass textures.
Note: This class does nothing in Aviatrix3D 1.0
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 | |
void |
beginRenderPass(net.java.games.jogl.GL gl,
net.java.games.jogl.GLU glu,
int passNumber)
Notification that the given pass number is about to start. |
void |
endRenderPass(net.java.games.jogl.GL gl,
net.java.games.jogl.GLU glu,
int passNumber)
Notification that the given pass number has just finished. |
int |
numPassesRequired()
Request how many passes this instance requires to be run. |
Method Detail |
public int numPassesRequired()
public void beginRenderPass(net.java.games.jogl.GL gl, net.java.games.jogl.GLU glu, int passNumber)
passNumber
- The index of the pass about to be executedgl
- The gl context to draw withglu
- The utility context to draw withpublic void endRenderPass(net.java.games.jogl.GL gl, net.java.games.jogl.GLU glu, int passNumber)
passNumber
- The index of the pass just finishedgl
- The gl context to draw withglu
- The utility context to draw with
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Aviatrix3D 1.0 | ||||||||||
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