Model Display
Model Display is the quick renderer for geometry ports. Connect geometry from Object loader, a primitive generator, Structure Synth, Compute Shaders or a geometry filter, optionally connect a texture, and render the result to a texture output. Native scenes from Asset Loader first need Scene Preprocessor; Model Display does not implement the complete imported scene material/lighting workflow.
Use Render Pipeline instead when you need custom vertex / fragment shaders, custom raster state, scene auxiliary buffers, cubemaps, multiview, or advanced material logic.
Ports
| Port | Type | Description |
|---|---|---|
| Texture In | Texture input | Optional image / video / shader texture applied to the geometry. |
| Geometry In | Geometry input | Mesh, point cloud, primitive, CSF geometry, or converted scene geometry. |
| Texture Out | Texture output | Rendered result. Connect it to a window, shader, recorder, or another texture consumer. |
Camera controls
| Control | Description |
|---|---|
| Position | Camera position. Default looks from (-1, -1, -1) toward the center. |
| Center | Camera look-at target. |
| FOV | Field of view in degrees. |
| Near / Far | Near and far clipping planes. |
| Camera | Projection model: Perspective, Fulldome equidistant, Fulldome equisolid, Fulldome stereographic, or Fulldome orthographic. |
Fulldome modes render fisheye-style output for dome projection workflows.
Drawing controls
| Control | Description |
|---|---|
| Tex. Proj. | Texture projection mode. |
| Mode | Triangles, Points, or Lines. |
| Enable blend and blend factors | Optional fixed-function alpha blending. |
Texture projection modes include:
- Texture coordinates: use mesh UVs.
- Spherical: generate spherical coordinates.
- View-space: project from view position.
- Barycentric: show triangle barycentric coordinates.
- Funky A / Funky B: procedural projections.
- Light: lighting-oriented projection.
- Color: prefer geometry vertex colors.
When the input geometry has vertex colors, texture projection remains available instead of being discarded in favor of the vertex-color path.
Typical patches
[Object Loader] -> [Model Display] -> [Window]
[ISF Shader] -> Texture In [Model Display]
[Compute Shader geometry] -> [Model Display]
For custom materials:
[Geometry source] -> [Render Pipeline]
[Texture / cubemap / buffers] -> [Render Pipeline]
Downloadable walkthroughs:
Related Processes
- Object Loader: Load mesh files as geometry.
- Compute Shaders: Generate or filter GPU geometry.
- Render Pipeline: Custom raw raster rendering.
- ISF Shaders: Texture generation and post-processing.
- 3D scene pipeline: Choose between scene-aware rendering and direct geometry viewing.