- compositeTile
void compositeTile(ImageRef!RGBA wfb, WindowPixelFormat pf, box2i area, Mipmap!RGBA diffuseMap, Mipmap!RGBA materialMap, Mipmap!L16 depthMap, Mipmap!RGBA skybox)
Don't like this rendering? Feel free to override this method.
- setLiftGammaGainContrast
void setLiftGammaGainContrast(float lift, float gamma, float gain, float contrast)
Calling this setup color correction table, with the well
known lift-gamma-gain formula.
- setLiftGammaGainContrastRGB
void setLiftGammaGainContrastRGB(float rLift, float rGamma, float rGain, float rContrast, float gLift, float gGamma, float gGain, float gContrast, float bLift, float bGamma, float bGain, float bContrast)
Calling this setup color correction table, with the well
known lift-gamma-gain formula + contrast addition, per channel.
- setLiftGammaGainRGB
void setLiftGammaGainRGB(float rLift, float rGamma, float rGain, float gLift, float gGamma, float gGain, float bLift, float bGamma, float bGain)
Calling this setup color correction table, with the well
known lift-gamma-gain formula, per channel.
"Physically Based"-style rendering