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Found 2 results

  1. Hello, friends. There was such a task. Start up one! a wave over a sphere, which, as it were, looks like a map of the planet, which (map) in turn is generated from planeBufferGeometry and then these geometries are combined using THREE.BufferGeometryUtils.mergeBufferGeometries(geometries, false); Code of vertex shader: vertexShader:` varying vec2 vUv; uniform float time; void main(){ vUv=uv; vec3 newposition = position + position*sin(position.z*12.)*0.03; gl_Position = projectionMatrix * modelViewMatrix * vec4( newposition, 1. );
  2. 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
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