VisualManagerSecondaryPass
Chain different rendering pass, for compositing.
Target: Sofa.GL.Component.Shader
namespace: sofa::gl::component::shader
parents:
- VisualManagerPass
Data
| Name | Description | Default value |
|---|---|---|
| name | object name | unnamed |
| printLog | if true, emits extra messages at runtime. | 0 |
| tags | list of the subsets the object belongs to | |
| bbox | this object bounding box | |
| componentState | The state of the component among (Dirty, Valid, Undefined, Loading, Invalid). | Undefined |
| listening | if true, handle the events, otherwise ignore the events | 0 |
| enable | Display the object or not | 1 |
| factor | set the resolution factor for the output pass. default value:1.0 | 1 |
| renderToScreen | if true, this pass will be displayed on screen (only one renderPass in the scene must be defined as renderToScreen) | |
| outputName | name the output texture | |
| input_tags | list of input passes used as source textures | |
| output_tags | output reference tag (use it if the resulting fbo is used as a source for another secondary pass) | |
| fragFilename | Set the fragment shader filename to load |
Links
| Name | Description | Destination type name |
|---|---|---|
| context | Graph Node containing this object (or BaseContext::getDefault() if no graph is used) | BaseContext |
| slaves | Sub-objects used internally by this object | BaseObject |
| master | nullptr for regular objects, or master object for which this object is one sub-objects | BaseObject |
| shader | Shader to apply for compositing | OglShader |