Graphics Reference
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Figure 2.4. Mapping glTF to GL APIs.
naturally ordered by techniques, shaders, and even GL states since they are also
specified within techniques under passes.
Figure 2.5 is a possible workflow. Advanced engines may differ, but this
schema shows that even the most naive renderer following glTF flow of properties
would de-facto apply fundamental GL principles for ecient rendering, such as
minimizing the number of states changes.
Techniques are shared by materials
Material 0
Material 1
Material 2
Material 3
flamelntensity = 100
shininess = 100
diffuse = [1, 0, 0, 1]
diffuse = [0, 0, 1, 1]
technique “fire”
technique “phong”
When rendering, glTF primitives are ordered by technique
Figure 2.5. Materials share techniques.
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