OGL13Draw

 
 
 

DEPRECATED. This shader is unsupported, but it may still get installed with Softimage to provide compatibility with older scenes that use it. It is recommended that you replace unsupported shaders in your scenes with equivalent shaders from the current Softimage shader library.

Shader Type: RealTime

Output: RealTime

Location: This shader is still supported as a legacy shader, but has been removed from menus in Softimage. Scenes containing this shader will display correctly. Load this shader into the render tree from Nodes RealTime OpenGL More.

The OGL13Draw shader defines and executes a single OGL rendering pass by determining the OGL state, and then drawing. It also controls OGL depth tests and texture blending.

Enable Blending

Toggles the OGL blending function on and off.

Source

Specifies the multiplier for the incoming, or source pixels.

Destination

Specifies the multiplier for the frame buffer, or destination pixels.

Culling

Specifies whether a part of the object should not be drawn. When set to None, the entire object is drawn.

Depth Test

Toggles depth testing on or off when drawing a pixel. When enabled, a pixel will only be overwritten if it's distance according to the camera (depth) is smaller then the existing pixel depth stored in the depth buffer.

Depth Write

When enabled, depth information is written to a buffer.

Reset OpenGL State

Automatically resets the OGL state. You can disable this option if you wish to manage the OGL states in your shader tree yourself.

Render Tree Usage:

This shader can be used to execute a drawing pass on any group of RealTime shaders. Typically, an OGL13Draw shader is used to draw each successive layer in the shader tree. Layers are blended together to create the final effect, and a final OGLDraw shader is connected to the Material node's Realtime port so that the entire effect can be drawn.