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Basic structure

In most situations when you render something you have basically the same patch structure:

  1. some primitives (like the Quad (DX9) ) or meshes with their effects (like the Sphere (EX9.Geometry) and PhongDirectional (EX9.Effect) )
  2. are placed using the Transformation nodes (like the Translate (Transform) or UniformScale (Transform) )
  3. grouped together
  4. 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:

  • Primitives
  • Primitives
  • Built-in effects
  • Transformations
  • Improve this Doc

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