View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0000033 | Gorilla3D | Feature Request | public | 2019-10-05 21:47 | 2019-11-06 09:41 |
| Reporter | administrator | Assigned To | administrator | ||
| Priority | high | Severity | tweak | Reproducibility | always |
| Status | resolved | Resolution | fixed | ||
| Product Version | 0.8.1.x | ||||
| Target Version | 0.8.1.x | Fixed in Version | 0.8.1.x | ||
| Summary | 0000033: Implementing a general input renderpass handler in default material | ||||
| Description | For supporting multiple shadow maps we need to handle input renderpasses more flexible. It automatically will fill dynamic textures in the material: besides shadow maps it will be used for depth, reflection, refraction and geometry Passes. | ||||
| Tags | No tags attached. | ||||
| Delphi-Version | |||||
| OpenGLVersion | OpenGL 4.6 | ||||
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Default material now provides a property "Inputs" and directly for ShadowMapping passes a "ShadowMapPass" property (using inputs map). This gives us the opportunity to extend render pass usage in future. First demos with ShadowMapping and VarianceShadowMapping working well. |
| Date Modified | Username | Field | Change |
|---|---|---|---|
| 2019-10-05 21:47 | administrator | New Issue | |
| 2019-10-05 21:47 | administrator | Status | new => assigned |
| 2019-10-05 21:47 | administrator | Assigned To | => administrator |
| 2019-10-08 09:37 | administrator | Summary | Implementing a general input render pass in default material => Implementing a general input renderpass handler in default material |
| 2019-10-08 09:37 | administrator | OpenGLVersion | => OpenGL 4.6 |
| 2019-11-06 09:41 | administrator | Status | assigned => resolved |
| 2019-11-06 09:41 | administrator | Resolution | open => fixed |
| 2019-11-06 09:41 | administrator | Fixed in Version | => 0.8.1.x |
| 2019-11-06 09:41 | administrator | Note Added: 0000024 |