Comparing native render pipelines
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Asset Loader, Camera and Light feed one Scene Preprocessor. Its geometry goes to four Render Pipeline processes: classic PBR, retro_ps1, retro_n64 and wireframe. Video Mixer combines their textures at Window:/. An LFO rotates the duck through Micromap and Vec3f.
Try it
Open the ZIP directly in score and start playback; Models/Duck.glb is bundled. The Scenario contains manual, retriggerable time-syncs labelled PBR mode, PS1 mode and N64 mode. Trigger them to set mixer alpha values and light intensity together. These states write to score:/controls/Video Mixer/alpha1 through alpha3 and score:/controls/Light/intensity; they are not network messages.
Adjust the fourth mixer alpha to compare the wireframe overlay. Inspect each renderer’s shader to see that the look is implemented in the document rather than imposed by the application. The retro shaders are illustrative styles, not hardware-accurate emulators. All rendering is native; no Qt Quick 3D scene is involved.