Use a Cubemap Render Pass to create a cubemap texture that represents the scene from some location. More...
Static Public Attributes | |
static final Metaclass | metaclass |
The Metaclass for the class. More... | |
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static final Metaclass | metaclass |
The Metaclass for the class. More... | |
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static final Metaclass | metaclass = com.rightware.kanzi.metadata.ResourceMetadata.metaclass |
The Metaclass for the class. | |
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static final Metaclass | metaclass = new AbstractMetaclass("Kanzi.Object") |
The Metaclass for the class. | |
Additional Inherited Members | |
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String | getName () |
Gets the resource name. More... | |
String | getUrl () |
Gets the resource URL. More... | |
void | setKeepAlive (boolean keepAlive) |
Sets the keep alive flag. More... | |
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boolean | equals (Object object) |
Domain | getDomain () |
Returns the domain the object belongs to. More... | |
Metaclass | getDynamicMetaclass () |
Returns the metaclass of the dynamic type of the object. More... | |
boolean | isStale () |
Test if the object is stale i.e. More... | |
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AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.Resource") |
Metaclass for Resource. | |
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DynamicPropertyType< Boolean > | EnabledProperty |
Use Enabled property to toggle render passes and their child render pass tree on and off. More... | |
AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.RenderPass") |
Metaclass for RenderPass. | |
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DynamicPropertyType< Resource > | CompositionTargetProperty |
Sets the target to which you want to render the result of this Cubemap Render Pass. More... | |
DynamicPropertyType< Integer > | DepthCompareFunctionProperty |
Sets the comparison function to be used with comparison samplers of the Cubemap Render Pass' depth target. More... | |
DynamicPropertyType< Integer > | DepthFormatProperty |
Sets the format of the automatically created depth render buffer used for the cubemap rendering. More... | |
DynamicPropertyType< Integer > | FilterModeProperty |
Sets how Kanzi handles accessing the texture samples of the automatically generated composition cubemap target: More... | |
AbstractMetaclass | metaclass = new AbstractMetaclass("Kanzi.CubeMapRenderPass") |
Metaclass for CubeMapRenderPass. | |
DynamicPropertyType< Integer > | MipmapModeProperty |
Sets the mipmap mode of the automatically created composition cubemap target. More... | |
DynamicPropertyType< String > | OverrideCameraProperty |
Sets the Camera node that you want to use to render the nodes to the composition cubemap texture. More... | |
DynamicPropertyType< Integer > | PixelFormatProperty |
Sets on the GPU the target pixel format of the automatically created composition cubemap target textures. More... | |
DynamicPropertyType< Integer > | ResolutionProperty |
Sets the dimensions of the automatically created composition cubemap target textures. More... | |
DynamicPropertyType< Boolean > | ResolveImmediatelyProperty |
Whether to generate mipmaps for the composition target texture immediately after rendering. More... | |
DynamicPropertyType< Resource > | ResultDepthTextureProperty |
The cubemap depth texture to which the Cubemap Render Pass renders its content. More... | |
DynamicPropertyType< Resource > | ResultTextureProperty |
The result cubemap texture that was rendered to by the Cubemap Render Pass. More... | |
Use a Cubemap Render Pass to create a cubemap texture that represents the scene from some location.
You can use the generated cubemap as a cubemap texture. For example, use this approach to create environment maps for a scene.