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lib.img.generate.RenderTarget
Thomas Mann edited this page Jan 17, 2024
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The primary method of rendering 3D data into a 2D image texture. You will need this for all post-processing image effects and many other applications.
If the resolution is:
- [0,0], the current resolution request of the output window is used.
- For image fx operators, negative resolutions will use the incoming resolution.
All other settings using custom resolutions. The maximum resolution depends on your graphics hardware and is normally 16k.
TextureReference can be used for feedback effects.
You will need a depth buffer for all Z-Buffer sorting. Combining a depth buffer with MultiSampling requires internal downsampling: This basically means doubling the GPU memory consumption.
Name (Relevancy & Type) | Description |
---|---|
Command (CommandRequired) | - |
Resolution (Int2) | - |
ClearColor (Vector4) | - |
TextureFormat (Format) | - |
WithDepthBuffer (Boolean) | - |
Clear (Boolean) | - |
GenerateMips (Boolean) | - |
TextureReference (RenderTargetReference) | - |
Multisampling (Int32) | - |
EnableUpdate (Boolean) | - |
Name | Type |
---|---|
ColorBuffer | SharpDX.Direct3D11.Texture2D |
DepthBuffer | SharpDX.Direct3D11.Texture2D |
VelocityBuffer | SharpDX.Direct3D11.Texture2D |
Please help use to improve this documentation. Feel free to improve the description.
⚠ Everything else is automatically generated and will be overwritten regularly.
Reference
Getting started
- Basic Concepts
- How Tooll Works
- Keyboard shortcuts
- Video tutorials
- Rendering Videos
- Exporting to Executable
- Creating new Operators
- Tooll for live performances
- Presets and Snapshots
- Optimizing Rendering Performance
- Using backups
- Realtime Rendering for Artists
Advanced features