Basic structure
In most situations when you render something you have basically the same patch structure:
- some primitives (like the Quad (DX9) ) or meshes with their effects (like the Sphere (EX9.Geometry) and PhongDirectional (EX9.Effect) )
- are placed using the Transformation nodes (like the Translate (Transform) or UniformScale (Transform) )
- grouped together
- and rendered to a window.
Working with a 3d scene? You need a Depthbuffer.
Seeing jagged and ugly edges? Turn on Antialiasing.
Want to set a renderer to fullscreen?
- move it to the desired monitor
- change its Fullscreen Dimensions using the Inspektor
- press ALTEnter to toggle it to/from fullscreen
See the Renderer (EX9)'s helppatch for details.
Examples in your vvvv\girlpower\ directory:
- Graphics\DX9\Geometry
- Graphics\DX9\Shader
See also: