BlackMojito Posted February 5, 2018 Share Posted February 5, 2018 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? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2018 Share Posted February 6, 2018 We can add a new flag to enable this option Would you like to try submitting a PR for it? Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted February 7, 2018 Author Share Posted February 7, 2018 3 hours ago, Deltakosh said: We can add a new flag to enable this option Would you like to try submitting a PR for it? OK but I would like to say how is it possible? If we want position for transparent objects too, their depth will also be written, right? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 7, 2018 Share Posted February 7, 2018 Actually you can still filter in the shader:https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/geometry.fragment.fx#L30 Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted February 8, 2018 Author Share Posted February 8, 2018 8 hours ago, Deltakosh said: Actually you can still filter in the shader:https://github.com/BabylonJS/Babylon.js/blob/master/src/Shaders/geometry.fragment.fx#L30 Hum....I am sorry. But how can I "discard" only "depth" for transparent meshes in this shader ? Quote Link to comment Share on other sites More sharing options...
Guest Posted February 8, 2018 Share Posted February 8, 2018 By not writing to depth target Quote Link to comment Share on other sites More sharing options...
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