OGL Particle Shader Type | Type (Primitive) | Type (HW Acc. Sprites) | Type (Billboard) | Type (Velocity Vectors) | Type (Density) | Type (Line Trails) | Lighting and Blending | Render Tree Usage
The OpenGL Particle shader allows for the realtime shading of particles in a 3D view set to the OpenGL display mode. This realtime particle shader implements multiple shader types within a single node. Each shader type applies a different realtime effect to the particle cloud.
Shader Type |
Primitive: Draws each particle point as a specific primitive type such as a sphere, snowflake, cube, etc. |
Shader Type |
HW Accelerated Sprites: Draws OpenGL hardware accelerated point sprites at each point position. |
Shader Type |
Velocity Vectors: Draws a line behind each point primitive, the length of which is dependent on the particle's velocity. |
In RGBA mode, pixels can be drawn using a function (glBlendFunc) that blends the incoming (source) RGBA values with the RGBA values that are already in the frame buffer (the destination values). For more information, see How Blending Works.
Alpha testing (glAlphaFunc) discards fragments depending on the outcome of a comparison between an incoming fragment's alpha value and a constant reference value. The alpha test specifies the reference value and the comparison function. The comparison is performed only if alpha testing is enabled.
The alpha function and alpha reference specify the conditions under which the pixel is drawn. The incoming alpha value is compared to AlphaRef using the function specified by AlphaFunc. If the value passes the comparison, the incoming fragment is drawn if it also passes subsequent stencil and depth buffer tests. If the value fails the comparison, no change is made to the frame buffer at that pixel location.
Alpha testing operates on all pixel write operations, including those resulting from the scan conversion of points, lines, polygons, and bitmaps, and from pixel draw and copy operations. It does not affect screen clear operations.