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Found 9 results

  1. Hello ! As WebGL2 comes with new texture formats, I decided to play a bit with them, and it seems to work well in pure WebGL2: https://playground.babylonjs.com/#RBQYSP (If it prints red, that means the RGB texture did work 🙂) I saw texture format has been added to createRenderTargetTexture function so I wanted to try it out. But whatever I do, I never achieve to create a RGB Render Target Texture. 😥 This code works to create a RGBA RenderTarget: https://playground.babylonjs.com/#RBQYSP#5 This code fails to create a RGB RenderTarget: https://playground.babylonjs.com/#R
  2. Hey guys, I want to create a custom RenderTargetTexture of type BABYLON.Engine.TEXTUREFORMAT_LUMINANCE but it doesn't work. here's my code: textureFormat is always 5 (probably TEXTUREFORMAT_RGBA), regardless of what I set it to be. // Render target var renderTarget = new BABYLON.RenderTargetTexture( "depth", 128, // res scene, false, // generateMipMaps true, // doNotChangeAspectRatio BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, // type false, // isCube BABYLON.Texture.BILINEAR_SAMPLINGMODE, // samplingMode fa
  3. Hello, When cloning a material - say, a BABYLON.StandardMaterial -, everything is fine except for renderTargetTexture. PG: https://playground.babylonjs.com/#BLG0FL material.clone() function calls renderTargetTexture.clone() function. But renderTargetTexture.clone() function creates a new empty RenderTargetTexture with the same properties. Btw, I'm sure that adding "scene.customRenderTargetTextures.push()" at the end of the clone function would resolve this issue. But I don't think that people want to create a new RTT each time they clone a material (it would kill the app, especially
  4. Hi everybody ! First of all, I'm not sure if I should begin a new thread or up these ones : http://www.html5gamedevs.com/topic/19285-create-screenshot-with-post-processing/ http://www.html5gamedevs.com/topic/17404-babylon-screenshot/ With the new support of WebGL 2 by BabylonJS, I got interested in the multisample render target. Until now, I used my own version of createScreenshotUsingRenderTarget() function which performs MSAA manually (actually, it pixel perfect downscales a 4x bigger renderTargetTexture than the requested size). Now, I would like to rewrite it using the latest a
  5. Hi I was experimenting with RenderTargetTexture and have some problems. Here is playground http://www.babylonjs-playground.com/#1OJL6I#7 Scene is rendered on texture using camera txcam. And then same objects are rendered on main screen buffer. Here are problems: 1) Aspect ratio and camera for RenderTargetTexture When you drag the splitting line (the one betwean editor and scene) or just disable editor using "-Editor" button, the image on texture changes its aspect ratio, which is not good in my case. So i added false ( true actually does nothing there) for para
  6. Hi I created the topic first in questions sections, but it seems to look like a bug now. so here is the original topic:
  7. Hi there, I have a minimap implemented by having a secondary camera in a RenderTargetTexture applied on a plane. In the 2.6 preview version since a change committed on Dec 21st 2016, something has been broken. So when I dispose an object in my scene, the entire plane which holds the minimap (the RenderTargetTexture of a camera) disappears too. This is obviously not the expected behaviour. I traced the problematic commits and they happened to be these: commit 49e419016287753a9720a46114bbc605df69db79 Merge: 55f1083 d0fbbc9 Author: David Catuhe <david.catuhe@live.fr> Date: Wed
  8. Hi everybody ! This week I faced with a strange behaviour. I generally lose time looking for a solution on my own, I did it again, but today I have the unpleasant feeling to be powerless. I'm trying to precompute kind of PCSS map (soft shadows) to get nice-looking shadows in static scenes. For this purpose, I use renderTargetTextures with refreshRate = RENDER_ONCE. And I use three shaders, called in this order : The one of shadowGenerator which gives me the shadowMap of the blockers. The PCSS one, which uses the shadowMap and gives me a PCSSMap. The material's sha
  9. Hello ! I'm working on a project in which a moving light revolves closely around an arbitrary model, revealing the surface it has lit, in a "fog of war" style (but with precise lighting): (this model is "Ice Asteroid" by jesterelly and is under CC-By license) (the *point* light is just an example, may as well be directional light with a shadowgenerator). To do this, I must keep track of once-lit areas to display them even if they are not illuminated atm. As this information can only be assigned to the whole surface (the camera is mobile, and all surface is concerned), I thought of using
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