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.
The OGL13Draw shader defines and executes a single OGL rendering pass by determining the OGL state, and then drawing. It also controls OGL depth tests and texture blending.
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The extent to which you can use this shader depends the graphics card and/or drivers on your machine. For a list of graphics cards that are certified for use with Softimage, see the graphics cards certification page at www.softimage.com. |
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Enable Blending |
Toggles the OGL blending function on and off. |
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Source |
Specifies the multiplier for the incoming, or source pixels. |
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Destination |
Specifies the multiplier for the frame buffer, or destination pixels. |
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Culling |
Specifies whether a part of the object should not be drawn. When set to None, the entire object is drawn. |
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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. |
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Depth Write |
When enabled, depth information is written to a buffer. |
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Reset OpenGL State |
Automatically resets the OGL state. You can disable this option if you wish to manage the OGL states in your shader tree yourself. |
This shader can be used to execute a drawing pass on any group of RealTime shaders. Typically, an OGL13Draw 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 so that the entire effect can be drawn.
Autodesk Softimage v.7.5