-> updates:
-render pipeline
-> the current rendertree looks like this:
[init vertex buffers]
|
[setting matrix transformations]
|
[draw call to GPU]
-> the graphicspipeline:
[drawing the world]
|
[onscreen2D]< [world rtt]>[world3D]
i had to change the pipeline i want highly flexible graphics pipeline for this engine, so everything gets rendered onto a texture. which allows you the set the render resolution you need and stuff.
example:
so here you are able to set the resolution for you textures.
webGLStart() -> LSD01.php
///////////////////////////////////
//init render to texture buffer
///////////////////////////////////
for(idRTT=0;idRTT<rttCNT;idRTT++){
initTF_buffer(idRTT,1024,1024);
}
world3D_ID = rttCNT+1;
worldONSCREEN_ID = rttCNT+2;
initTF_buffer(worldONSCREEN_ID,1024,1024);//onscreen
initTF_buffer(world3D_ID,1024,1024);//3D
initTF_buffer(worldID,1024,1024);//world
setRTT_info();
stay tuned...
greetz
dirk
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