Archived issue #0031581
Visualization, Graphic3d - add dedicated structure defining rasterization Pipeline parameters
Description
Currently, rasterization Pipeline parameters (depth test, blending function, stencil test, color/depth writing mask, etc.) are spread around code - depth test in Graphic3d_ZLayerSettings, and blending/stencil are buried inside OpenGl_LayerList.
It could be reasonable defining a dedicated structure defining more comprehensive list of rasterization pipeline parameters at Graphic3d level. This could be useful for more-straightforward graphic-API-agnostic definition of scene graph, e.g. for reusing rendering algorithms (capping, OIT) or at least making their porting from OpenGL simpler (to Vulkan).
It could be reasonable defining a dedicated structure defining more comprehensive list of rasterization pipeline parameters at Graphic3d level. This could be useful for more-straightforward graphic-API-agnostic definition of scene graph, e.g. for reusing rendering algorithms (capping, OIT) or at least making their porting from OpenGL simpler (to Vulkan).
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Author: Author
Date: Wed May 27 23:08:20 2020 +0300
0031581: Visualization, Graphic3d - add dedicated structure defining rasterization Pipeline parameters
[revision removed]
Detailed log of new commits:
Author: Author
Date: Wed May 27 23:08:20 2020 +0300
0031581: Visualization, Graphic3d - add dedicated structure defining rasterization Pipeline parameters
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