Pass FX Composer 2 extension: Difference between revisions

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{{extensions|company=NVIDIA|product=FX Composer 2}}
{{extensions|company=NVIDIA|product=FX Composer 2}}


== Evaluate Scene Enable Switch ==
== 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.
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">
  <pass sid="p0">
  <evaluate_scene name="EvaluateScene">
    <annotate name="Script">
    <render camera_node=""/>
        <string>Draw=geometry;</string>
  </evaluate_scene>
    </annotate>
  <evaluate_scene name="EvaluateScene1">
    <depth_test_enable value="true"/>
     <render camera_node=""/>
     <depth_mask/>
  </evaluate_scene>
    <cull_face_enable/>
  <evaluate_scene name="EvaluateScene2">
    <depth_func value="LEQUAL"/>
     <render camera_node="">
     <shader stage="VERTEX">
         <instance_effect url="#Material"/>
         […]
     </render>
    </shader>
  </evaluate_scene>
     <shader stage="FRAGMENT">
  <extra type="evaluatescene_enables">
        […]
    <technique profile="NVIDIA">
    </shader>
        <true/>
    <extra type="passenable">
         <true/>
        <technique profile="NVIDIA">
        <false/>
            <true/>
     </technique>
         </technique>
  </extra>  
     </extra>
  </visual_scene>
  </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>