OGLDraw

 
 
 

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.

Defines and executes a single OGL rendering pass by determining the OGL state, and the drawing.

Name

The shader's name. Enter any name you like, or leave the default.

Normal

Specifies whether or no to use normal data when drawing.

UV

Specifies whether or no to use UV data when drawing.

Vertex Color

Specifies whether or no to use vertex color data when drawing.

Blending

OGL Blending functions add the RGBA values of incoming (source) pixels to those of the frame buffer (destination) pixels. Both source and destination pixels can be multiplied by one of a number of different multipliers, in order to achieve specific blending effects, like transparency for example.

Enable Blending

Switches the OGL blending function on.

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.

Render Tree Usage

This shader can be used to execute a drawing pass on any group of RealTime shaders. Typically, an OGLDraw 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 sot that the entire effect can be drawn.