OitDepthFactor (0.0f),
NbMsaaSamples (0),
RenderResolutionScale (1.0f),
+ ToEnableDepthPrepass (Standard_False),
// ray tracing parameters
IsGlobalIlluminationEnabled (Standard_False),
RaytracingDepth (THE_DEFAULT_DEPTH),
Standard_Integer NbMsaaSamples; //!< number of MSAA samples (should be within 0..GL_MAX_SAMPLES, power-of-two number), 0 by default
Standard_ShortReal RenderResolutionScale; //!< rendering resolution scale factor, 1 by default;
//! incompatible with MSAA (e.g. NbMsaaSamples should be set to 0)
+ Standard_Boolean ToEnableDepthPrepass; //!< enables/disables depth pre-pass, False by default
Standard_Boolean IsGlobalIlluminationEnabled; //!< enables/disables global illumination effects (path tracing)
Standard_Integer SamplesPerPixel; //!< number of samples per pixel (SPP)