add missing modes etc.

This commit is contained in:
David Rose 2011-12-05 17:16:42 +00:00
parent 35551fed85
commit 05caa603bb
1 changed files with 52 additions and 13 deletions

View File

@ -484,6 +484,8 @@ appear before they are referenced.
BLEND_NO_OCCLUDE
MS
MS_MASK
BINARY
DUAL
If alpha-type is OFF, it means not to enable transparency, even if
the image contains an alpha channel or the format is RGBA. If
@ -499,13 +501,21 @@ appear before they are referenced.
polygon itself. See the description for bin under polygon
attributes.
<Scalar> draw_order { number }
<Scalar> draw-order { number }
This specifies the fixed drawing order of all polygons with this
texture applied, in the absence of a drawing order specified on
the polygon itself. See the description for draw_order under
the polygon itself. See the description for draw-order under
polygon attributes.
<Scalar> depth-offset { number }
<Scalar> depth-write { mode }
<Scalar> depth-test { mode }
Specifies special depth buffer properties of all polygons with this
texture applied. See the descriptions for the individual
attributes under polygon attributes.
<Scalar> quality-level { quality }
Sets a hint to the renderer about the desired performance /
@ -841,7 +851,7 @@ GEOMETRY ENTRIES
It is sometimes important to control the order in which objects
are rendered, particularly when transparency is in use. In Panda,
this is achieved via the use of named bins and, within certain
kinds of bins, sometimes an explicit draw_order is also used (see
kinds of bins, sometimes an explicit draw-order is also used (see
below).
In the normal (state-sorting) mode, Panda renders its geometry by
@ -855,22 +865,43 @@ GEOMETRY ENTRIES
to the default bin, which renders all opaque geometry sorted by
state, followed by all transparent geometry sorted back-to-front.
See also draw_order, below.
See also draw-order, below.
<Scalar> draw_order { number }
<Scalar> draw-order { number }
This works in conjunction with bin, above, to further refine the
order in which this polygon is drawn, relative to other geometry
in the same bin. If (and only if) the bin type named in the bin
scalar is a CullBinFixed, this draw_order is used to define the
scalar is a CullBinFixed, this draw-order is used to define the
fixed order that all geometry in the same will be rendered, from
smaller numbers to larger numbers.
If the draw_order scalar is specified but no bin scalar is
If the draw-order scalar is specified but no bin scalar is
specified, the default is a bin named "fixed", which is a
CullBinFixed object that always exists by default.
<Scalar> depth-offset { number }
Specifies a special depth offset to be applied to the polygon.
This must be an integer value between 0 and 16 or so. The default
value is 0; values larger than 0 will cause the polygon to appear
closer to the camera for purposes of evaluating the depth buffer.
This can be a simple way to resolve Z-fighting between coplanar
polygons: with two or more coplanar polygons, the polygon with the
highest depth-offset value will appear to be visible on top. Note
that this effect doesn't necessarily work well when the polygons
are viewed from a steep angle.
<Scalar> depth-write { mode }
Specifies the mode for writing to the depth buffer. This may be
ON or OFF. The default is ON.
<Scalar> depth-test { mode }
Specifies the mode for testing against the depth buffer. This may
be ON or OFF. The default is ON.
<Scalar> visibility { hidden | normal }
@ -880,7 +911,7 @@ GEOMETRY ENTRIES
primitive is not converted at all; otherwise, it is converted as a
"stashed" node.
This, like the other rendering flags alpha, draw_order, and bin,
This, like the other rendering flags alpha, draw-order, and bin,
may be specified at the group level, within the primitive level,
or even within a texture.
@ -895,7 +926,7 @@ GEOMETRY ENTRIES
A PointLight is a set of single points. One point is drawn for each
vertex listed in the <VertexRef>. Normals, textures, and colors may
be specified for PointLights, as well as draw_order, plus one
be specified for PointLights, as well as draw-order, plus one
additional attribute valid only for PointLights and Lines:
<Scalar> thick { number }
@ -928,7 +959,7 @@ GEOMETRY ENTRIES
vertex 1, vertex 1 and vertex 2, etc. The line is not implicitly
closed; if you wish to represent a loop, you must repeat vertex 0 at
the end. As with a PointLight, normals, textures, colors,
draw_order, and the "thick" attribute are all valid (but not
draw-order, and the "thick" attribute are all valid (but not
"perspective"). Also, since a Line (with more than two vertices) is
made up of multiple line segments, it may contain a number of
<Component> entries, to set a different color and/or normal for each
@ -1072,7 +1103,7 @@ surfaces. External tools like egg-qtess, however, may respect them.
A NURBS surface is an extension of a NURBS curve into two parametric
dimensions, u and v. NURBS surfaces may be given the same set of
attributes assigned to polygons, except for normals: <TRef>,
<Texture>, <MRef>, <RGBA>, and draw_order are all valid attributes
<Texture>, <MRef>, <RGBA>, and draw-order are all valid attributes
for NURBS. NURBS vertices, similarly, may be colored or morphed,
but <Normal> and <UV> entries do not apply to NURBS vertices. The
attributes may also include <NURBSCurve> and <Trim> entries; see
@ -1286,11 +1317,19 @@ GROUPING ENTRIES
that do not explicitly set their own bin. See the description of
bin for geometry attributes, above.
<Scalar> draw_order { number }
<Scalar> draw-order { number }
This specifies the drawing order for all polygons at or below this
node that do not explicitly set their own drawing order. See the
description of draw_order for geometry attributes, above.
description of draw-order for geometry attributes, above.
<Scalar> depth-offset { number }
<Scalar> depth-write { mode }
<Scalar> depth-test { mode }
Specifies special depth buffer properties of all polygons at or
below this node that do not override this. See the descriptions
for the individual attributes under polygon attributes.
<Scalar> visibility { hidden | normal }