This reference page is linked to from the following overview topics: RPF Files and the G-Buffer.
#include <gbuf.h>
Public Attributes |
|
float | z |
The floating point depth value at the center
of the fragment that is foremost in the sorted list of a-buffer
fragments. |
|
UBYTE | mtl_id |
The ID assigned to the material via the
Material Editor. |
|
UWORD | node_id |
This is the ID assigned to node via the
Object
Properties / G-buffer ID spinner. |
|
Point2 | uv |
UV coordinates, stored as a Point2. |
|
DWORD | normal |
Normal vector in view space, compressed.
|
|
RealPixel | realpix |
Non clamped colors in "RealPixel" format.
|
|
UBYTE | coverage |
Pixel coverage of the front surface.
|
|
UWORD | rend_id |
The renderer will set this ID for all
rendered nodes, and will set all non-rendered nodes to 0xffff.
|
|
Color24 | color |
This is color returned by the material
shader for the fragment. |
|
Color24 | transp |
This is transparency returned by the
material shader for the fragment. |
|
Color24 | weight |
This is the sub-pixel weight of a fragment.
|
|
Point2 | veloc |
This gives the velocity vector of the
fragment relative to the screen, in screen coordinates. |
|
UWORD | mask |
float z |
The floating point depth value at the center of the fragment that is foremost in the sorted list of a-buffer fragments.
The ID assigned to the material via the Material Editor.
This is the ID assigned to node via the Object Properties / G-buffer ID spinner.
UV coordinates, stored as a Point2.
DWORD normal |
Normal vector in view space, compressed.
Non clamped colors in "RealPixel" format.
Pixel coverage of the front surface.
The renderer will set this ID for all rendered nodes, and will set all non-rendered nodes to 0xffff.
This is color returned by the material shader for the fragment.
This is transparency returned by the material shader for the fragment.
This is the sub-pixel weight of a fragment.
This gives the velocity vector of the fragment relative to the screen, in screen coordinates.