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Showing results for tags 'render target'.
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The StandardMaterial.reflectionTexture specifies the texture that should be reflected, which can then be controlled in intensity by its .level property or additionally by FresnelParameters. However both of those properties only influence the reflectionTexture uniformly. Is there a chance to add a reflectionLevelTexture that specifies the reflection intensity as a map? This would be handy in situations like creating furniture where only the glass part needs to reflect, but not the wood part, or buildings where the windows need to reflect but not the walls. Now, its always possible to make two meshes or use MultiMaterials, one with a reflecting material, and one without (which is what I'm currently doing), but that adds one draw call per mesh, causes z buffer issues, and is convoluted to model.
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- render target
- reflectiontexture
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Hi guys! I'm working on realistic ocean simulation for a browser game at the moment. The best known way to simulate ocean waves is Jerry Tessendorf's method with statistical model. I won't paste any formulas here for simplification, so here is core problem: calculations are expensive and I don't want to compute water heightmap by CPU in browser because the algorithm may be paralleled very well and GPU is able to compute the grid much faster. Is there any way to use GPU computing from babylon.js? I'm thinking about using shader with texture renderTarget to generate heightmap and then use the results in physics simulation in javascript and pass it to the shader material for rendering water surface. Is it worth or not? Can anyone suggest any other methods? Thanks!
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- render target
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