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Introduce depth peeling #5388
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Introduce depth peeling #5388
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source/MRViewer/MRDepthPeelingGL.h
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| void reset( const Vector2i& size ); | ||
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| /// renders transparent objects into this buffer | ||
| /// returns true if there is transparent objects to render |
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| /// returns true if there is transparent objects to render | |
| /// returns true if there are transparent objects to render |
| void FramebufferData::gen( const Vector2i& size, bool copyDepth, int msaaPow ) | ||
| void bindDepthPeelingTextures( GLuint shaderId, const TransparencyMode& tMode, GLenum startGLTextureIndex ) | ||
| { | ||
| if ( !tMode.isDepthPeelingEnbaled() ) |
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| if ( !tMode.isDepthPeelingEnbaled() ) | |
| if ( !tMode.isDepthPeelingEnabled() ) |
source/MRViewer/MRRenderGLHelpers.h
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| Vector2i size; // size of the viewport that is used in `draw` function | ||
| WrapType wrap{ WrapType::Clamp }; // wrap type of underlaying textures | ||
| FilterType filter{ FilterType::Linear }; // filter type of underlaying textures | ||
| bool forceSimpleDepthDraw = false; |
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please add comment, what is simple
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