OgreMax Pass
Passes are contained within an OgreMax Technique:
Color
- Color Write - Indicates whether color writes are enabled.
- Ambient/Diffuse/Specular/Emissive Color/Alpha - Various material colors.
- Ambient/Diffuse/Specular/Emissive 'Vertex Color' - Indicates whether the vertex colors should be used in place of the corresponding material colors.
- Shininess - The surface shininess. Lower values result in a duller surface, higher values result in the shine being more sharply defined.
Fog
- Override - Indicates whether the material's fog settings should override the scene's fog settings.
- Mode - The fog mode.
- Color - The fog color.
- Start/End - The fog range.
- Density - The fog density.
Rendering
- Allow Mode Override - Indicates whether the primitive type can be can be downgraded by the camera, if the camera itself is set to a lower polygon mode.
- Mode - The mode used when rendering polygons.
- Shading - The type of shading performed with lighting.
- Hardware/Software Cull - Culling modes used to discard back or front-facing primitives.
- Normalize Normals - Indicates whether vertex normals should be normalized. If not checked, normals are assumed to be normalized already.
- Transparent Sorting - Indicates whether transparent textures should be sorted by depth.
- Force (Transparent Sorting) - Forces transparent sorting, regardless of the depth buffer write and blending settings.
Point Sprites
These settings are available if the Rendering Mode is set to 'Points'. Some of these settings may not be supported by video cards.
- Point Sprites - Indicates whether point sprites are used. Point sprites can be thought of as per-vertex billboards.
- Point Size - The point sprite size.
- Min/Max Size - The minimum and maximum point sprite sizes.
- Attenuation - Indicates whether the point sprite sizes should be be attenuated by their distance from the camera.
- Constant/Linear/Quadric - Attenuation factors.
Blending
- Source/Destination Blend - Blending factors.
Depth/Alpha
- Depth Check - Indicates whether depth checking is enabled.
- Depth Write - Indicates whether depth writes are enabled.
- Alpha to Coverage - Indicates whether the pass will use 'alpha to coverage', a way to multisample alpha texture edges so they blend more seamlessly with the background.
- Depth Bias/Slope Bias - Biases used to offset written depth values.
- Iteration Depth Bias - An additional bias derived from the number of times the pass has been iterated.
- Depth Function - Function used to accept or reject rendered pixels and their depth values.
- Alpha Rejection - Function used to accept or reject rendered pixels and their alpha values.
- Alpha Rejection Value - A reference alpha value used by some alpha functions.
Lighting/Iteration
- Lighting - Indicates whether lighting is enabled.
- Scissor - Indicates whether rendering will be limited to a screen-space scissor rectangle representing the coverage of the light(s) in use, derived from their attenuation ranges.
- Use Clip Planes - Indicates whether triangle setup will be limited to a clipping volume covered by the light. Directional lights are ignored, point lights clip to a cube the size of the attenuation range or the light, and spotlights clip to a pyramid bounding the spotlight angle and attenuation range.
- Illum. Stage - Indicates which illumination stage during rendering that the pass applies to.
- Start Light - During rendering, lights are collected for each object. This index indicates where to start in that collection.
- Max Lights - The maximum number of lights supported by the pass.
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Iterate - Indicates.the type of iteration to perform when rendering with the pass:
- Once - The default behavior.
- Per Light - The pass is executed once for each light.
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# Iterations - The pass is executed the specified number of times:
- # Iterations - The number of times to iterate.
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Lights - The method for passing in lights during each iteration.
- All Lights - All lights are passed into the pass on each iteration.
- Per Light - The pass is executed the specified number of times for each light.
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Per # Lights - The pass is executed the specified number of times, with each iteration using the specified number of lights.
- # Lights - The number of lights to use for each iteration.
- Supported Light Type - The type of light supported by the pass and its iterations.
Texture Units
A list of texture units.
Vertex/Pixel Shaders
The shader programs to use with the pass, if any.
For more information, see Using Shader Programs.