Difference between revisions of "Pass FX Composer 2 extension"

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{{extensions|company=NVIDIA|product=FX Composer 2}}
 
{{extensions|company=NVIDIA|product=FX Composer 2}}
  
== Evaluate Scene Enable Switch ==
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== ColladaFX Enabling/Disabling Shader Passes ==
This extra at the visual scene level defines the state of the evaluate scene nodes present in the current scene.
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FXComposer 2.0 added an extra at the pass level to enable or disable passes.
In the example below, only the first two evaluate_scenes are to be enabled upon loading
 
  
 
See example below.
 
See example below.
 
   
 
   
 
== Example ==
 
== Example ==
  <visual_scene id="Scene" name="Scene">
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  <pass sid="p0">
  <evaluate_scene name="EvaluateScene">
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    <annotate name="Script">
    <render camera_node=""/>
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        <string>Draw=geometry;</string>
  </evaluate_scene>
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    </annotate>
  <evaluate_scene name="EvaluateScene1">
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    <depth_test_enable value="true"/>
     <render camera_node=""/>
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     <depth_mask/>
  </evaluate_scene>
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    <cull_face_enable/>
  <evaluate_scene name="EvaluateScene2">
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    <depth_func value="LEQUAL"/>
     <render camera_node="">
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     <shader stage="VERTEX">
         <instance_effect url="#Material"/>
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         […]
     </render>
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    </shader>
  </evaluate_scene>
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     <shader stage="FRAGMENT">
  <extra type="evaluatescene_enables">
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        […]
    <technique profile="NVIDIA">
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    </shader>
        <true/>
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    <extra type="passenable">
         <true/>
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        <technique profile="NVIDIA">
        <false/>
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            <true/>
     </technique>
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         </technique>
  </extra>  
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     </extra>
  </visual_scene>
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  </pass>

Revision as of 22:44, 13 June 2007

Extension information
  • Purpose: unstated
  • Company(s): NVIDIA
  • Product(s): FX Composer 2
  • Last updated: unstated
  • Contact for technical issues:
This article is part of the COLLADA extensions directory
Adding to the extensions directory

ColladaFX Enabling/Disabling Shader Passes

FXComposer 2.0 added an extra at the pass level to enable or disable passes.

See example below.

Example

<pass sid="p0">
   <annotate name="Script">
       <string>Draw=geometry;</string>
   </annotate>
   <depth_test_enable value="true"/>
   <depth_mask/>
   <cull_face_enable/>
   <depth_func value="LEQUAL"/>
   <shader stage="VERTEX">
       […]
   </shader>
   <shader stage="FRAGMENT">
       […]
   </shader>
   <extra type="passenable">
       <technique profile="NVIDIA">
           <true/>
       </technique>
   </extra>
</pass>