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RxPipeline * | RpWorldSectorSkyGetAllInOnePipeline (void) |
RxPipeline * | RpWorldSectorSkyGetPS2ManagerPipeline (void) |
RxPipeline * | RpWorldSectorSkyGetVanillaPipeline (void) |
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RpWorldSectorSkyGetAllInOnePipeline returns a pointer to the default world-sector AllInOne pipeline. This world-sector object pipeline is effectively the vanilla instance pipeline concatenated with the default material pipeline. This pipeline is somewhat less flexible than the split object/material pipelines, since the whole world-sector is rendered the same way - material pipelines are ignored. However, it executes faster because passing packets between pipelines is quite slow. Any rendering effect can still be achieved (uniformly across the whole object) by simply concatenating any custom material pipeline onto the PS2ObjAllInOne.csl node and using the RxPipelineNodePS2ObjAllInOneSetGrouping node API function to tell this node to send all meshes in the object down the rest of the object pipeline rather than to pipelines specified by the materials of the object. By default, sectors are rendered using the PS2All-based pipeline (see RpWorldSectorSkyGetPS2AllPipeline). If you wish to submit 2D triangles through Submit.csl (i.e you want to do transformation and lighting and whatever else CPU-side - which will of course be very slow) then rather than use this world sector object pipeline, you should use a generic (non-PlayStation 2-specific) one. The world plugin must be attached before using this function. The PlayStation 2 all-in-one world-sector object pipeline: PS2ObjAllInOne.csl v PS2MatInstance.csl v PS2MatBridge.csl
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RpWorldSectorSkyGetPS2ManagerPipeline returns a pointer to the default world-sector PS2Manager pipeline. The world-sector pipeline based on the PS2Manager node renders world-sectors using just this node (shrinking the pipe to a single node is a significant speed win on PlayStation 2), ignoring material pipelines, so all meshes in a sector will be rendered in the same style (that defined by the sector pipeline). This node will be made much more customisable in future releases such that it will be all you need on PlayStation 2 (bar nodes like PVSWorldSector.csl). By default, sectors are rendered using the PS2All-based pipeline (see RpWorldSectorSkyGetPS2AllPipeline). If you wish to submit 2D triangles through Submit.csl (i.e you want to do transformation and lighting and whatever else CPU-side - which will of course be very slow) then rather than use this world sector object pipeline, you should use a generic (non-PlayStation 2-specific) one. The world plugin must be attached before using this function. The PS2Manager world-sector object pipeline: PS2Manager.csl
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RpWorldSectorSkyGetVanillaPipeline returns a pointer to the default world-sector vanilla pipeline. This world-sector object pipeline is the 'vanilla' one (i.e no tricks have been used to trade off flexibility and speed - see RpWorldSectorSkyGetPS2ManagerPipeline and RpWorldSectorSkyGetAllInOnePipeline) and it deals with per-object data (transformation matrix, lights, etc) before passing one packet per mesh to RpMaterial-specified material pipelines. By default, sectors are rendered using the PS2All-based pipeline (see RpWorldSectorSkyGetPS2AllPipeline). If you wish to submit 2D triangles through Submit.csl (i.e you want to do transformation and lighting and whatever else CPU-side - which will of course be very slow) then rather than use this world sector object pipeline, you should use a generic (non-PlayStation 2-specific) one. The world plugin must be attached before using this function. The PlayStation 2 vanilla world-sector object pipeline: PS2ObjAllInOne.csl
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