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Showing results for tags 'mrt'.
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I need to use some of the features of webgl2.0 (http://doc.babylonjs.com/features/webgl2) in some businesses,such as deferred shadding. but it says "In Babylon.js, our first use of this technique is to render a geometry buffer of the scene." in the document#Multiple Render Target. I still don't know how I should code,can I just use API from https://developer.mozilla.org/zh-CN/docs/Web/API/WebGL2RenderingContext/drawBuffers ??? I would like to have a documentation to help me ! thannnnnnnks
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- deferred shading
- mrt
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With MRT support, we should be able to render directly color buffer, depth buffer, normal buffer in one pass. Is there a way to implement it? With ShaderMaterial, I can write whatever I want but how can I customize Babylonjs (scene, camera etc.) so that I can write to a MultiRenderTarget just as GeometryBufferRenderer? I really want to gain every millisecond in my app. Thanks in advance.
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Transparent objects are ignored in GeometryBufferRenderer. I know it is for that we can see ambient occlusion though transparent objects. But this class allows us to write positions too (the 3rd buffer). How can I get positions for transparent objects though? I mean I would like to ignore depth values and normal values for those transparent meshes but I want their positions in the output. Is it possible?