a triangle fragment, with information about triangle origin and the position within
rasterize a single triangle
rasterize a single triangle
triangle id in triangulation
point A in triangle
point B in triangle
point C in triangle
performs correction of BCC from screen space to eye space
called to paint each pixel of the triangle
render buffer, stores the painted values and does depth management
render a correspondence image into a buffer, contains information about triangle rasterization
render a correspondence image into a buffer, contains information about triangle rasterization
render a correspondence image for a given mesh into a new buffer, contains information about triangle rasterization
render window depth values (as used by Z buffer, in range [0, 1])
render a mesh, renders each triangle which passes the filter into the rendering buffer.
render a mesh, renders each triangle which passes the filter into the rendering buffer. This function uses a user-defined screenTransform and a triangle filter to select triangles. NOTE: Use this function only when you know what you are doing.
mesh to render, a collection of triangles
filter triangles to render, use for culling and clipping
called to transform points from object space to NDC in the canonical viewing volume
called to paint the pixels of the rendered image
holds the rendered values, does z management
render a mesh, renders each triangle into the rendering buffer.
render a mesh, renders each triangle into the rendering buffer. This function uses a user-defined screenTransform. NOTE: Use this function only when you know what you are doing.
mesh to render, a collection of triangles
called to transform points from object space to NDC in the canonical viewing volume
called to paint the pixels of the rendered image
holds the rendered values, does z management
render a mesh, renders each triangle into the rendering buffer
render a mesh, renders each triangle into the rendering buffer
mesh to render, a collection of triangles
called to transform points from object space to NDC in the canonical viewing volume
called to paint the pixels of the rendered image
holds the rendered values, does z management
render an arbitrary mesh surface property
render an arbitrary mesh surface property
mesh on which the property is defined
called to transform points from object space to NDC in the canonical viewing volume
the surface property to render
holds the rendered values, does z management
render an arbitrary mesh surface property as an image
render a point position in the given buffer domain using a point shader
render a point position in the given buffer domain using a point shader
Creates a Surface Property which tells on every point on the mesh surface its visibility according to the pointShader.
Creates a Surface Property which tells on every point on the mesh surface its visibility according to the pointShader. Procedure: 1. Render surface coordinates with pointShader. 2. Because we want visibility of coordinates between two pixels, we interpolate between the pixels. 3. Compare if the z component of the mesh surface point is smaller than the z component of the corresponding rendered point. pt.z <= renderedPoint.z + offset An offset > 0 is necessary.
boundaryAlwaysVisible: Problem: At mesh boundaries we interpolate the z value with the buffer bg value. Case 1, bgValue is NegativeInfinity: boundaryAlwaysVisible = false Interpolation yields always NegativeInfinity. Thus, the boundary pixels are always invisible. Case 2, bgValue is PositiveInfinity: Interpolation yields always PositiveInfinity, thus the boundary pixels are always visible.
mesh to render
called to to transform object space points to NDC in the cononical view volume
domain of buffer to evaluate visibility (sampled with a z buffer)
numerical z buffer value offset ~1e-3
make boundary pixels (at occluding contours vs background) always visible
(Since version ) see corresponding Javadoc for more information.
main renderer object to render images of triangle meshes