Points are rendered in MoonRay using the Rdl2PointGeometry class. By default they are rendered as spheres with their radius controlled using the
Points can also be rendered as a hybrid geometry where intersections are handled as spheres but the shading is rendered as a camera facing disc. To get this behavior the following primitive attributes must be defined per point using the
|N||Vec3f||Unit length normal used for shading normal and normal map transformation.|
|dPds||Vec3f||Derivative vector orthoganal to
|dPdt||Vec3f||Derivative vector orthoganal to
Texture mapping can be applied by also defining a
uv Vec3f primitive attribute (z component is not used). As noted, the length of
dPds will be used to select the appropriate mipmap is using the ImageMap class.
Normal mapping can also be applied using any of the normal map classes such as ImageNormalMap.
The input normals will be transformed from tangent space to render space using the coordinate frame defined by