Difference between revisions of "Rendering System"
(Created page with '== Rendering System of SecondLife Viewer 1.22 == Rendering in the viewer starts in llviewerdisplay.cpp in the display() method. * check window state * check if in startup state...') |
(Initial summary of the events that happen in the viewer's rendering pipeline.) |
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== Rendering System of SecondLife Viewer 1.22 == | == Rendering System of SecondLife Viewer 1.22 == | ||
The SecondLife Viewer uses OpenGL to interface with the graphics hardware. | |||
Rendering in the viewer starts in llviewerdisplay.cpp in the display() method. | Rendering in the viewer starts in llviewerdisplay.cpp in the display() method. | ||
* check window state | Rendering follows this flow of events: | ||
* check window state and client state | |||
Don't render if window is minimized. | |||
Don't render if client is in startup state. | |||
If client is in teleport mode only draw a static screen and progress bar. | |||
If client requested a logout don't draw anything else. | |||
'''prepare for next frame:''' | '''prepare for next frame:''' | ||
Line 68: | Line 75: | ||
* render pipeline | * render pipeline | ||
unbind vertex buffers (?) | |||
set safe default state values (matrices and stuff) | set safe default state values (matrices and stuff) |
Revision as of 01:08, 15 November 2010
Rendering System of SecondLife Viewer 1.22
The SecondLife Viewer uses OpenGL to interface with the graphics hardware.
Rendering in the viewer starts in llviewerdisplay.cpp in the display() method.
Rendering follows this flow of events:
- check window state and client state
Don't render if window is minimized.
Don't render if client is in startup state.
If client is in teleport mode only draw a static screen and progress bar.
If client requested a logout don't draw anything else.
prepare for next frame:
- update camera
- clear buffer, for drawing of dynamic textures
- setup rendering
- reset lights to SL defaults
update window and dynamic textures:
- update (draw) dynamic(/render-to-texture) textures
for each dynamic texture:
-> save camera and viewport and clear the depthbuffer if required
-> render to framebuffer
-> use glCopyTexSubImage2D to copy results to texture
-> restore camera and viewport
- if any dynamic textures were updated clear color and depth buffer
- set viewport up (with offsets and window dimensions)
update scene:
- set camera up
display_camera_update() creates projection matrix and clip distance
- update HUD
- update geometry
- cull geometry
- clear/flush last frame
- update images (?)
- state sorting
- rebuild draw pools
- update sky
redraw skytexture and cubic environment map
draw geometry
- if render scene to texture (if vertex shaders supported) bind frame buffer to FBO
- render pipeline
unbind vertex buffers (?)
set safe default state values (matrices and stuff)
set fog and lights
for each drawpool:
- render faces to vertex buffer
- render vertex buffer to frame buffer (?)