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 | ||||
|
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 |