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HighlightLayer lets all meshes glow (BABYLON 3.2.0 + 3.3.0-alpha)


hollow
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Hello together,

in PG https://www.babylonjs-playground.com/#1KUJ0A#104 you can see an default scene with an additional sphere outside the view (sphere_boycott) with renderingGroupId=1.

Until now all looks good.

If you focus the rendering window/side and press 'cursor key down' to get an larger distance with the actual camera position - or rotate the view to the right side - the added sphere will be shown and the tittled glow-effect fills up the whole sphere.

I think, this is not the expected behavior?! Are more information needed?

 

regards and thank you all for the great work and help

 

edit 3 -- (start additional information)

there is anonther (for me) unexpected behavior:

in PG http://www.babylonjs-playground.com/indexstable#B73AIM (opacity on HighlightLayer) are 2 more cases, where the HL not correct works:

The 1st 2 spheres are from an material example.

there, the 2nd (middle) and over that the 3rd (right) added from me (example 1) has an opacityTexture (tree) over the grass diffuseTexture - both don't show the HL

the 4th sphere (front) is added like the sides of the cube with dog-puzzle-piece, the tree.png with hasAlpha=true and looks beautiful, like expected.

-- (end additional information)

Edit (link string to link)
Edit2 (2nd try)
Edit3 (additional information about 8hrs after post)

... thanks for reading

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Hello,

About the second playground it is all expected as the Highlight Layer does not support transparency: https://doc.babylonjs.com/how_to/highlight_layer#default-use-case

About the first example I would say it is almost expected 🙂 What happens is as you are using a separate rendering group you are erasing the required info for the highlight to work (this requires the stencil buffer) so you could prevent this like here:

https://www.babylonjs-playground.com/#1KUJ0A#105

Or rely on separate cameras to achieve the same effect easily: https://doc.babylonjs.com/how_to/highlight_layer#multi-camera

The fact that it does not directly happen is the result of amazing optimization in the engine where out of focus meshes are not rendered making harder to understand.

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Hello and thanks for your reply, but I'm still stuck on this.

here https://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered under 'Opaque or Transparent?' are 4 cases described:

Depth pre-pass meshes - I think that's here not relevant, right?
Opaque Meshes - will be the 'left' sphere from my first PG?
Alpha Tested Meshes - seems has the possibility to be highlighted (it could be the 'front' sphere) , right?

but only 'Alpha Blended Meshes' are not possible to highlight?

And would it right to say, all what is visible for the depthRenderer is highlightable?

a little bit offTopic:
in this doc is the screenshot of an greyscaled depthRenderer picture, and the link to the PG here: https://www.babylonjs-playground.com/#1PHYB0#6 there the view is broken by pressing F9 in 3.3.0-alpha and an error (fireProcMaterial) for 3.2.0 (stable) is thrown
(i will understand how the greyscale image is produced, I'm only able to create an BW-texture on a plane without Shaders)

thanks in advance

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