• Content count

  • Joined

  • Last visited

About BlackMojito

  • Rank
    Advanced Member
  • Birthday 03/23/1987

Profile Information

  • Gender
  • Location
  1. Is there a built-in way to apply a smooth animation on the active camera, given a start position, orientation, a final position, a final orientation and time frames?
  2. As the title describes...I would like to have per pixel value...
  3. Yeah although I have written any GL low level code for a very long time... The great thing is that we can avoid re-render the "main scene". We can just re-render some overlay layers and compose them easily in the post pipeline.
  4. It seems that when isReady returns true for a material, the texture is not necessarily ready. It needs to render several frames more to have the texture displayed...
  5. The bounding box implementation is very ambiguous

    Haha. since beta4 or later?
  6. Yeah...that what I had noticed. In my opinion, if we could manage to support that feature, babylonjs would become much more powerful...
  7. I need to render several meshes into a custom render target (for later compositing in the post process pipeline). But I need them to use the same depth buffer as the normal meshes too. Is there a way that they share the same depth buffer? For now, what in the custom render target is always on the top because they will not be discarded by the depth test...
  8. About performance optimization

    I found one thing we might be able to optimize. In PBRBaseMaterial.bindForSubMesh(), we do this._afterBind(mesh); while in StandardMaterial.bindForSubMesh(), we do this._afterBind(mesh, this._activeEffect); The active effect is actually never cached for PBR materials. So for PBR materials, var mustRebind = this._mustRebind(scene, effect, mesh.visibility); returns always false. Which leads to wasting a lot of time on rebinding stuff...
  9. I have two questions. 1. On the first screenshot, why do I have such enormous "idle" time? It seems that it is even longer than the "render" function itself. How can I improve that? 2. On the second screenshot, it seems that PBRBaseMaterial is too much time-consuming. How can I reduce that? Is this time related to frequent shader program switch?
  10. Setting maximum and minimum directly does not update the interval vectors and yet...we have some algorithms based on those vectors such as inFustum(). This can lead to bugs which are really hard to detect...
  11. I have already FXAA always on though...hum...can MSAA be turned on/off dynamically? I think we might need to recreated all the render targets which is ...quite heavy, right?
  12. I am just curious if it is possible to implement such a thing just like all the ray-tracer does. Can someone give me any suggestion?