Caelum
0.6.4
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Render the depth buffer to a texture. More...
#include <DepthComposer.h>
Public Member Functions | |
DepthRenderer (Ogre::Viewport *viewport) | |
Ogre::Viewport * | getMasterViewport () |
Ogre::Texture * | getDepthRenderTexture () |
Ogre::Viewport * | getDepthRenderViewport () |
Ogre::RenderTexture * | getDepthRenderTarget () |
void | update () |
Render the depth buffer now! | |
void | setRenderGroupRangeFilter (int minGroup, int maxGroup) |
Render only the render groups in a certain range. More... | |
int | getRenderGroupRangeFilterMin () |
int | getRenderGroupRangeFilterMax () |
void | disableRenderGroupRangeFilter () |
Disable the effects of. More... | |
void | setViewportVisibilityMask (uint value) |
Query mask for the depth rendering viewport. More... | |
uint | getViewportVisibilityMask () |
void | disableViewportVisibilityMask () |
void | setUseCustomDepthScheme (bool value) |
If true then use a user-supplied material scheme which outputs depth. More... | |
bool | getUseCustomDepthScheme () |
void | setCustomDepthSchemeName (const Ogre::String &value) |
Set the name of the custom depth scheme (default is CaelumDepth). | |
const Ogre::String & | getCustomDepthSchemeName () |
Static Public Attributes | |
static const String | DEFAULT_CUSTOM_DEPTH_SCHEME_NAME |
Default name of the custom scheme. | |
Render the depth buffer to a texture.
This class tries to be as generic and flexible as possible; but it is currently only used by the depth composer.
void Caelum::DepthRenderer::setRenderGroupRangeFilter | ( | int | minGroup, |
int | maxGroup | ||
) |
Render only the render groups in a certain range.
Call this to only render objects in certain render queue groups. The range is inclusive. This is a very primitive sort of filter.
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inline |
void Caelum::DepthRenderer::disableRenderGroupRangeFilter | ( | ) |
Disable the effects of.
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inline |
Query mask for the depth rendering viewport.
Enforces on every update ();
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inline |
If true then use a user-supplied material scheme which outputs depth.
The depth output of most materials is obvious and can be guessed most of the time. When that fails you can provide a custom material scheme for certain materials which renders the depth buffer.
This is enabled by default for a scheme called CaelumDepth.