Hi roarflolo,
roarflolo wrote:
Shouldn't these be properties of the material instead of the context? I'll end up with quite a lot of duplicated GLSL code... or am I missing something?
Code:
writeDepth enable writing to depth buffer (Values: false, true) (Default: true) {optional}
blendMode blend function (Values: REPLACE, BLEND, ADD, ADD_BLENDED, MULT) (Default: REPLACE) {optional}
It makes sense that they are different for the contexts. A light pass should be additive while the ambient or early-z pass uses no blending (all contexts).
roarflolo wrote:
Where is the testDepth property to enable/disable depth testing?
Where is the property to control backface culling?
Yeah these are still missing but should be trivial to add.
roarflolo wrote:
Is there support for sorting of some objects to be rendered back-to-front relative to the camera?
Yes, this can be done in the pipeline (see pipeline docs).
roarflolo wrote:
Is there support for 'rendering layers' where I can define groups/layers of objects, and the render-order of these groups/layers?
You can realize such things with the pipeline in combination with the material classes. Have a look at the sample pipelines where translucent objects get special processing.