MAT Filter Common Page
Parameters - Common Page
Blending[edit]
blending
- This toggle enables and disables blending. However see the wiki article Transparency.
srcblend
- ⊞ - This value is multiplied by the color value of the pixel that is being written to the Color-Buffer (also know as the Source Color).
- Zero
zero
-
- Dest Color
dcol
-
- One Minus Dest Color
omdcol
-
- Source Alpha
sa
-
- One Minus Source Alpha
omsa
-
- Dest Alpha
da
-
- One Minus Dest Alpha
omda
-
- Source Alpha Saturate
sas
-
- One
one
-
destblend
- ⊞ - This value is multiplied by the color value of the pixel currently in the Color-Buffer (also known as the Destination Color).
- One
one
-
- Src Color
scol
-
- One Minus Src Color
omscol
-
- Source Alpha
sa
-
- One Minus Source Alpha
omsa
-
- Dest Alpha
da
-
- One Minus Dest Alpha
omda
-
- Zero
zero
-
separatealphafunc
- This toggle enables and disables separate blending options for the alpha values.
srcblenda
- ⊞ - This value is multiplied by the alpha value of the pixel that is being written to the Color-Buffer (also know as the Source Alpha).
- Zero
zero
-
- Dest Color
dcol
-
- One Minus Dest Color
omdcol
-
- Source Alpha
sa
-
- One Minus Source Alpha
omsa
-
- Dest Alpha
da
-
- One Minus Dest Alpha
omda
-
- Source Alpha Saturate
sas
-
- One
one
-
destblenda
- ⊞ - This value is multiplied by the alpha value of the pixel currently in the Color-Buffer (also known as the Destination Alpha).
- One
one
-
- Src Color
scol
-
- One Minus Src Color
omscol
-
- Source Alpha
sa
-
- One Minus Source Alpha
omsa
-
- Dest Alpha
da
-
- One Minus Dest Alpha
omda
-
- Zero
zero
-
Depth Test[edit]
Depth-Testing is comparing the depth value of the pixel being drawn with the pixel currently in the Frame-Buffer. A pixel that is determined to be in-front of the pixel currently in the Frame-Buffer will be drawn over it. Pixels that are determined to be behind the pixel currently in the Frame-Buffer will not be drawn. Depth-Testing allows geometry in a 3D scene to occlude geometry behind it, and be occluded by geometry in-front of it regardless of the order the geometry was drawn.
For a more detailed description of Depth-Testing, refer to the Depth-Test article.
depthtest
- Enables and disables the Depth-Test. If the depth-test is disabled, depths values aren't written to the Depth-Buffer.
depthfunc
- ⊞ - The depth value of the pixel being drawn is compared to the depth value currently in the depth-buffer using this function. If the test passes then the pixel is drawn to the Frame-Buffer. If the test fails the pixel is discarded and no changes are made to the Frame-Buffer.
- Less Than
less
-
- Less Than or Equal
lessorequal
-
- Equal
equal
-
- Greater Than
greater
-
- Greater Than or Equal
greaterorequal
-
- Not Equal
notequal
-
- Always
always
-
depthwriting
- If Write Depth Values is on, pixels that pass the depth-test will write their depth value to the Depth-Buffer. If this isn't on then no changes will be made to the Depth-Buffer, regardless of if the pixels drawn pass or fail the depth-test.
Alpha Test[edit]
Alpha-testing allows you to choose to draw or not draw a pixel based on its alpha value.
alphatest
- This enables or disables the pixel alpha test.
alphafunc
- ⊞ - This menu works in conjunction with the Alpha Threshold parameter below in determining which pixels to keep based on their alpha value.
- Less Than
less
-
- Less Than or Equal
lessorequal
-
- Greater Than
greater
-
- Greater Than or Equal
greaterorequal
-
alphathreshold
- This value is what the pixel's alpha is compared to to determine if the pixel should be drawn. Pixels with alpha greater than the Alpha Threshold will be drawn. Pixels with alpha less than or equal to the Alpha Threshold will not be drawn.
Wire Frame[edit]
The wire-frame feature will render the geometry as wire-frame, using the actual primitive type used in the render. What this means is surfaces like Metaballs, NURBs and Beziers will become a wire-frame of the triangles/triangle-strips used to render them (since these types of primitives can't be natively rendered in OpenGL).
wireframe
- ⊞ - Enables and disables wire-frame rendering with the option of OpenGL Tesselated or Topology based wireframes.
- Off
off
-
- OpenGL Tesselated Wire Frame
tesselated
-
- Topology Wire Frame
topology
-
wirewidth
- This value is the width that the wires will be. This value is in pixels.
Cull Face[edit]
The cull face parameter will cull faces from the render output. This can be used as an optimization or sometimes to remove artifacts. See Back-Face Culling for more infomation.
cullface
- ⊞ - Selects which faces to render.
- Use Render Setting
userender
- Use the render settings found in the Render or Render Pass TOP.
- Neither
neither
- Do not cull any faces, render everything.
- Back Faces
backfaces
- Cull back faces, render front faces.
- Front Faces
frontfaces
- Cull front faces, render back faces.
- Both Faces
bothfaces
- Cull both faces, render nothing.
Polygon Depth Offset[edit]
This feature pushes the polygons back into space a tiny fraction. This is useful when you are rendering two polygons directly on-top of each other and are experiencing Z-Fighting. Refer to Polygon Depth Offset for more information. This is also an important feature when doing shadows.
polygonoffset
- Turns on the polygon offset feature.
polygonoffsetfactor
-
polygonoffsetunits
-