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Special Textures
Besides WritableTextures and normal Textures, Fusee implements some special textures for a very limited and narrow use-case which are being presented on this page.
As the WritableTexture they are not meant to be manipulated directly by the user, but can serve as render target, e. g. in multipass rendering with anti aliasing.
For the standard use-case just generate a new WritableMultisampleTexture and attach it to the camera.
Beware! Do not use the InternalTextureHandle. This is the ITextureHandle to the raw texture which is not yet merged to one result texture. This is done by the SceneRenderer during traversal. If one renders without a scene graph, it is necessary to blit the result after rendering to the TextureHandle(-result) via RC.BlitMultisample2DTextureToTexture();.
Unfortunately Fusee's ImGui implementation is unable to work directly with our internal IImageData, but only with IntPtrs to already bound and uploaded (to the GPU) textures. Therefore one needs to use the ExposedTexture
For more information and implementation details visit: Image rendering with ImGui.
- Using FUSEE
- Tutorials
- Examples
- In-Depth Topics
- Input and Input Devices
- The Rendering Pipeline
- Render Layer
- Camera
- Textures
- FUSEE Exporter Blender Add on
- Assets
- Lighting & Materials
- Serialization and protobuf-net
- ImGui
- Blazor/WebAssembly
- Miscellaneous
- Developing FUSEE