It prints-out on the console the read-back value. Here is a small showcase of rendering into FBO texture and reading back the values with glReadPixels. What I want to do here is to port my existing hybrid rasterization and path tracing demo (which I did for the LWJGL team here) from desktop OpenGL to WebGL.Īnd the first thing I try to figure out here is how to do a depth-only pass with Babylon.js for the screen-quad fragment shader to start the shadow rays at the correct scene position. I had a look at, but currently don't know how to compose that into a functioning pipeline with the rest of Babylon.js. Just want to know whether something like this exists and how the API is supposed to be. I have no trouble rolling my own TypeScript class for that. Now, my question is how would I setup a GL_DEPTH_COMPONENT24 texture to a FBO and disable color-writing via glColorMask with the high-level objects offered by Babylon.js? Having quite some experience using desktop OpenGL up to 4.4 and GLSL as well, I recently switched to WebGL to support rendering in the browser client. I am new to Babylon.js and love it for its simplicity and superior performance compared to other frameworks, like three.js, when it comes to WebGL rendering, compared to CSS3d and Canvas rendering.
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