Material::createPass -- inconsitent info

What it says on the tin: a place to discuss proposed new features.
User avatar
paul424
Gnome
Posts: 377
Joined: Thu May 24, 2012 7:16 pm
x 18

Material::createPass -- inconsitent info

Post by paul424 »

the mystery is the createPass -- does it create a pass at the beginning or at the end ?

◆ createPass()
Pass* Ogre::Technique::createPass ( void )

Code: Select all

Creates a new Pass for this Technique.

Remarks
    A Pass is a single rendering pass, i.e. a single draw of the given material. Note that if you create a pass without a fragment program, during compilation of the material the pass may be split into multiple passes if the graphics card cannot handle the number of texture units requested. For passes with fragment programs, however, the number of passes you create will never be altered, so you have to make sure that you create an alternative fallback Technique for if a card does not have enough facilities for what you're asking for.

IN other words the number of new pass would be 0 or NumOfPasses ?
@paroj can you alter the docs and explain my question there ?

paroj
OGRE Team Member
OGRE Team Member
Posts: 2094
Joined: Sun Mar 30, 2014 2:51 pm
x 1130

Re: Material::createPass -- inconsitent info

Post by paroj »

I am afraid there is no way anyone could possibly resolve this mystery :cry:

If you should be somehow able to find out, you could modify this header file and create a pull request:
https://github.com/OGRECave/ogre/blob/8 ... que.h#L172

User avatar
paul424
Gnome
Posts: 377
Joined: Thu May 24, 2012 7:16 pm
x 18

Re: Material::createPass -- inconsitent info

Post by paul424 »

By trial and error I have found out ti's the zero - 0 index which is created ..... long ago.
But I don't know what should I put in that PR, maybe someone else more skilled would do that please :)....

User avatar
paul424
Gnome
Posts: 377
Joined: Thu May 24, 2012 7:16 pm
x 18

Re: Material::createPass -- inconsitent info

Post by paul424 »

ohh god, after closer examination it's the last one -- I really sorry for my blunder. ( that's why I don't want to do any PR to ogre3d so far).