Uranium
Application Framework
|
Public Member Functions | |
def | __init__ (self, width, height) |
def | getCompositeShader (self) |
def | setCompositeShader |
def | getLayerBindings (self) |
def | setLayerBindings |
def | render (self) |
![]() | |
def | __init__ |
def | getName (self) |
def | getSize (self) |
def | getPriority (self) |
def | setSize |
def | bind (self) |
def | release (self) |
def | render (self) |
def | getTextureId (self) |
def | getOutput (self) |
Additional Inherited Members | |
![]() | |
int | MaximumPriority = 999 |
A RenderPass subclass providing the final composition render. This render pass uses the other render passes to render a final composited image. By default, this consists of the output of the default pass, with an outline rendered on top of it using a convolution filter. You can use setCompositeShader() to override the shader used for the composition. Additionally, setLayerBindings() can be used to set layer bindings, that is set, which layer is bound to which texture unit. :note The CompositePass should always be last in the Renderer's rendering order. Therefore, when subclassing RenderPass make sure to use a priority lower than RenderPass.MaximumPriority.
def UM.View.CompositePass.CompositePass.getCompositeShader | ( | self, | |
ShaderProgram | |||
) |
Get the shader currently used for compositing.
def UM.View.CompositePass.CompositePass.getLayerBindings | ( | self, | |
List, | |||
str | |||
) |
Get the current layer bindings.
def UM.View.CompositePass.CompositePass.render | ( | self, | |
None | |||
) |
Perform the actual rendering of the render pass.