kaz2057 Posted March 12, 2014 Share Posted March 12, 2014 I cannot find about path rendering of BabylonJS.What kind of path rendering use BabylonJS? Thanks Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 12, 2014 Author Share Posted March 12, 2014 I see you specify "Up to 4 lights"This means we have 4 pixel lights and the others are vertex lights?This setup is equal to Forward rendering Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 12, 2014 Share Posted March 12, 2014 Yes only forward rendering. There is no vertex lights in babylon.js. Only pixel lights If you specifiy more than 4 lights, only 4 lights will be transmitted to shaders Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 14, 2014 Author Share Posted March 14, 2014 Ok Thanks for the info.However why you not support vertex lights?It is very cheap system for a lot of things Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 14, 2014 Share Posted March 14, 2014 because the performance gain is not worth it Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 15, 2014 Author Share Posted March 15, 2014 EheheYes you are right.I confused with deferred in forward vertex lights is useless .Instead with deferred, vertex light is very nice approach to improve performance GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Dal Posted March 8, 2016 Share Posted March 8, 2016 I'm just looking into this a bit because my outdoor scene could really do with more lights... Looking at https://hacks.mozilla.org/2014/01/webgl-deferred-shading it seems we already have a lot of the foundations for a deferred pipeline as we have a DepthRenderer and such. I wonder if anyone has played with this at all? Or if there's something important stopping us? Quote Link to comment Share on other sites More sharing options...
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