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@ -35,6 +35,7 @@ and, or, equal, less, less-equal
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glversion - returns the version number of OpenGL
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glversion - returns the version number of OpenGL
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extension-supported - returns true if an OpenGL extension is supported
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extension-supported - returns true if an OpenGL extension is supported
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property - returns the boolean value of a property
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property - returns the boolean value of a property
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float-property - returns the float value of a property, useful inside equal, less or less-equal nodes
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shader-language - returns the version of GLSL supported, or 0 if there is none.
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shader-language - returns the version of GLSL supported, or 0 if there is none.
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The proper way to test whether to enable a shader-based technique is:
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The proper way to test whether to enable a shader-based technique is:
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@ -48,6 +49,23 @@ The proper way to test whether to enable a shader-based technique is:
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</and>
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</and>
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</predicate>
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</predicate>
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There is also a property set by the user to indicate what is the level
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of quality desired. This level of quality can be checked in the predicate
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like this :
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<predicate>
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<and>
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<property>/sim/rendering/shader-effects</property>
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<less-equal>
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<value type="float">2.0</value>
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<float-property>/sim/rendering/quality-level</float-property>
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</less-equal>
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<!-- other predicate conditions -->
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</and>
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</predicate>
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The range of /sim/rendering/quality-level is [0..5]
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* 2.0 is the threshold for relief mapping effects,
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* 4.0 is the threshold for geometry shader usage.
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A technique can consist of several passes. A pass is basically an Open
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A technique can consist of several passes. A pass is basically an Open
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Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
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Scene Graph StateSet. Ultimately all OpenGL and OSG modes and state
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