
BlackMojito
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Everything posted by BlackMojito
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I just read the source code and yes CreateScreenshot calls internally drawImage...
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Hi Folks, I am reading the documentation https://doc.babylonjs.com/how_to/render_scene_on_a_png. But in my case, if I just want to take a simple screenshot, is there anyway to do it directly using html5 APIs? I know that we have drawImage function but it seems to be used only for 2d canvas. How can I do it then? Thanks
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More details, I am developing the "viewer" component and I need to provide it as a React Component to the front-end team. Is there any example? Or is there any instruction?
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Hi Luaacro, Hum...finally I integrated SAO (https://threejs.org/examples/webgl_postprocessing_sao.html) in my App.
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Hi Folks, I saw in the github that we had "[viewer] - Add support for React.js #3077" (https://github.com/BabylonJS/Babylon.js/issues/3077). What is it exactly for? I am asking because I am considering using React as the UI framework of my App. Another question is what is the "viewer" here stand for?
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Is there a built-in way to apply an animation on a camera?
BlackMojito replied to BlackMojito's topic in Questions & Answers
Very helpful. Thank you guy. -
As the title describes...I would like to have per pixel value...
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The bounding box implementation is very ambiguous
BlackMojito replied to BlackMojito's topic in Questions & Answers
Haha. since beta4 or later? -
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...
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Done
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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...
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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?
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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...
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https://threejs.org/examples/webgl_postprocessing_sao.html
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But I think SSAO2 is much more time-consuming than the SSAO right? I used to have scene which ran 60 fps with SSAO but only with 48 fps with SSAO2. BTW, do we have plan to implement SAO (scalable ambient obscurance)? I think THREE.js has it.
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Getting distance of mesh in front of camera
BlackMojito replied to 1glayfan's topic in Questions & Answers
I think you can use a customized acceleration structure like BVH...