BMWPilote

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About BMWPilote

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  1. BMWPilote

    About performance bottleneck

    Yes I already call freezeWorldMatrix(). Maybe the only way is to reduce draw calls by merging meshes or using instancing...
  2. BMWPilote

    About performance bottleneck

    Hum...yes, I have 80000 meshes. But the problem is that they are all static. I know that OpenGL is a state machine so that even they are all static, we need to feed the matrices...so is there any technique to improve the performance under such circumstance ?
  3. BMWPilote

    About performance bottleneck

    Another question is why updating a uniform matrix takes so much time?
  4. Hi Guys, I have made a profiling for my application. The screenshot is the profiling result. Is it mean that I am GPU bound and the only way to improve the performance now is to reduce draw call number? Do you have any suggestion, please?
  5. OK this seems to be the best option. Merci, Sebastian.
  6. I ask this weird question because on IPad, if we check the experimental webgl 2.0 option, we will get errors like "#version es 300, unsupported shader version". It really sucks but if we can just use the legacy glsl version, maybe it can just work. The problem is that if Babylon detects that the browser supports WebGL2.0, then it automatically convert the glsl syntaxes (except if we set the options disableWebGL2Support when creating Engine), . How can I force using Legacy Shader Syntaxes even with WebGL 2.0 on?
  7. How to globally disable depth testing? I am rendering a 2D scene and the depth means nothing to me. I would like to control the rendering order my self.
  8. I need to freeze my materials for my static scene. However I am not sure when to freeze them safely? I tried to call freezeMateiral right after assigning the textures. But the result was that the textures could never been displayed. I tried to free them using BABYLON.Texture.WhenAllReady callback. But it did not worker either. I needed to add a large timeout to make sure that all the materials were ready. So my question is whether we have a way by which we can 100% be sure that the material is really ready (including opengl texture) so that I can call freeze safely?
  9. No. I just have PBR materials + shadow mapping + A post pipeline. Very simple stuff.
  10. Hi Sebavan, thank you for the answer. I would like to make a playground but the messages occur only when my viewer is integrated into a React application. Could it be the fact that the render loop is started too early?
  11. BMWPilote

    FXAA quality

    I am really interested. What kind of AA will you integrate? SMAA?
  12. BMWPilote

    FXAA quality

    Is it the same as SSAA?
  13. BMWPilote

    FXAA quality

    With FXAA without FXAA Sorry I don't really have time to write a playground as all my code is in Typescript. But please look at the above two screenshots. We can see that FXAA does have some benefit but really not good enough. Any idea? Thanks
  14. BMWPilote

    FXAA quality

    Yes I am using it through a pipeline.