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Default Render Mode

Configure Default Render Mode

The "File" > "Solution options" > "Default render mode" menu option allows to configure different render properties. These properties will be applied by SCHost automatically if no other "Render mode" is explicitly set for an object.

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If there is a "Render mode" associated to an object, SceneComposer compares these values of the properties with the values from the "Default render mode" configuration and includes a bit mask, which will be used by Candera engine to optimize the rendering, in the asset.

 


Render Mode Options

CullMode option enables the culling type depending on options chosen.

  • FrontfaceCulling/BackfaceCulling will make the front/back face of the object not to be rendered.
  • If NoCulling option is chosen no culling action will be performed.

The visual effect of culling types can be seen in the images bellow.

drawing-4-1676338658.png

 

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Windmode option with the two types clockwise and counterclockwise express if the vertices are drawn in a clockwise or counterclockwise order.


DepthComparisonFunction property allows manipulating the comparison function used in the depth test for rendering.

IsDepthWriteEnabled and IsDepthTestEnabled are two properties used in order to enable or disable the Depth buffer. By default, the depth buffer is enabled and functions normally.

  • The most common action is disabling the depth-write. It means that the geometry will still be tested against the depth buffer, but it will not affect the depth buffer. This is often used when rendering objects such as particles that are transparent.
  • When the second property IsDepthTestEnabled is unchecked, the geometry pays no attention to the contents of the depth-buffer. This is often used for rendering things like heads-up displays, which have no relation to the 3D depth of the scene.


IsBlendingEnabled property allows checking or unchecking the blending. If a gentle and gradual transition from one color to the other is desired, this property should be enabled.

Color blending mixes two colors together to produce a third color.

  • The color that already exists in the frame buffer is called destination color.
  • The new color that is being added and that will mix with the destination color is called source color.

Each color has a separate blend factor that determines how much of each color is combined into the final product and in which way. Once the source and destination colors have been multiplied by their blend factors, the results are combined according to the specified blend function.

  • The properties SourceBlendFactorRGB, DestinationBlendFactorRGB will allow manipulating the source and destination color factor RGB (red, green, blue color model).
  • The properties SourceBlendFactorAlpha and DestinationBlendFactorAlpha will allow manipulating the alpha channel for the source and destination color.

When the ConstantColor option is chosen for the properties described above, the color specified in the BlendColor property will be considered in computing the final color that will be rendered.

BlendOperationRGB and BlendOperationAlpha properties allow to specify the operation used in computing the final color by mixing the source and destination colors with the chosen factors.