jerome Posted November 10, 2017 Share Posted November 10, 2017 Hi ladies and Gentlemen, Here comes a new feature in the FacetData pack. As you may know, for performance reasons, the facets of a given mesh are always drawn in the same order. This comes to visual issues when the mesh is transparent and is no longer oriented in the right place from the camera : http://playground.babylonjs.com/#FWKUY0 This new feature solves the self transparency issue by sorting the mesh facets from some location (the camera position by default) just before drawing them. The mesh is required to be updatable. The depth sort is done on each call to updateFacetData(). It can be disabled at any time to save CPU cycles if the mesh and the camera don't move any more. Usage : // the mesh must be updatable var mesh = BABYLON.MeshBuilder.CreateTorusKnot("mesh", {updatable: true}, scene); mesh.material = mat; // transparent material mesh.mustDepthSortFacets = true; // enable the depth sort, can be disabled at any time scene.registerBeforeRender(function() { mesh.updateFacetData(); // sort the facets each frame }); Note that this feature uses more memory and more CPU than an usual standard mesh. Please wait for the code review and the PR to be merged and to be pushed in the PG. Demo : http://jerome.bousquie.fr/BJS/test/facetDepthSort.html meteoritool, Gijs, brianzinn and 1 other 4 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 10, 2017 Share Posted November 10, 2017 He did it!!! jerome 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted November 10, 2017 Author Share Posted November 10, 2017 I will add the doc in the FacetData section and also in this doc : http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#concave-meshes-and-transparency As I can see, the CPU depth sort seems a bit better (but probably slower) than the GPU DepthPrePass because the transparent mesh keeps then visible through itself, what is not got with DepthPrePass (try to see the torus through itself). DepthPrePass : https://www.babylonjs-playground.com/#1PLV5Z#19 JohnK 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 10, 2017 Share Posted November 10, 2017 Which makes sense as the pre-pass only relies on depth buffer Quote Link to comment Share on other sites More sharing options...
jerome Posted November 12, 2017 Author Share Posted November 12, 2017 PG : http://playground.babylonjs.com/#FWKUY0#1 depth sorted on the left, standard on the right Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted November 13, 2017 Share Posted November 13, 2017 This one must go to the doc page Quote Link to comment Share on other sites More sharing options...
jerome Posted November 13, 2017 Author Share Posted November 13, 2017 it will be. Quote Link to comment Share on other sites More sharing options...
jerome Posted November 14, 2017 Author Share Posted November 14, 2017 Documented. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
jerome Posted November 15, 2017 Author Share Posted November 15, 2017 Of course, the facet depth sort still works on live updatable meshes : http://www.babylonjs-playground.com/#NL03HG The tube path follows the curve used for Moebius ribbons Quote Link to comment Share on other sites More sharing options...
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