webgl2examples | Rendering algorithms implemented in raw WebGL | Graphics library
kandi X-RAY | webgl2examples Summary
kandi X-RAY | webgl2examples Summary
rendering algorithms implemented in raw webgl 2. currently include: - [just a triangle] (vertex arrays) - [phong-shaded cube] (vertex arrays, uniform buffers, immutable textures) - [particles] (vertex arrays, uniform buffers, transform feedback) - [deferred rendering] (vertex arrays, uniform buffers, immutable textures, multiple render targets, float textures, texelfetch, ext_color_buffer_float) - [depth of field] (vertex arrays, uniform buffers, immutable textures, depth textures, texelfetch, hardware instancing) - [weighted, blended order-independent transparency] (vertex arrays, uniform buffers, immutable textures, multiple render targets, float textures, texelfetch, hardware instancing, ext_color_buffer_float) - [order-independent transparency using dual depth peeling] (vertex arrays, uniform buffers, immutable textures, multiple render targets, float textures, texelfetch, hardware instancing, ext_color_buffer_float) - [screen space ambient
Support
Quality
Security
License
Reuse
Top functions reviewed by kandi - BETA
Currently covering the most popular Java, JavaScript and Python libraries. See a Sample of webgl2examples
webgl2examples Key Features
webgl2examples Examples and Code Snippets
Community Discussions
Trending Discussions on webgl2examples
QUESTION
First I knew that Three.js does not have official support for occlusion culling. However, I thought it's possible to do occlusion culling in an offscreen canvas and copy the result back to my Three.js WebGLCanvas.
Basically, I want to transform this demo to a Three.JS demo. I use Three.js to create everything, and in a synced offscreen canvas, I test occlusion culling against each bounding box. If any bounding box is occluded, I turn off the visibility of that sphere in the main canvas. Those are what I did in this snippet. but I don't know why it failed to occlude any sphere.
I think a possible issue might be coming from calculating the ModelViewProjection matrix of the bounding box, but I don't see anything wrong. Could somebody please help?
...ANSWER
Answered 2021-Feb-01 at 03:07At a minimum, these are the issues I found.
you need to write to the depth buffer (otherwise how would anything occlude?)
so remove
gl.depthMask(false)
you need to
gl.flush
theOffscreenCanvas
because being offscreen, one is not automatically added for you. I found this out by using a normal canvas and adding it to the page. I also turned on drawing by commenting outgl.colorMask(false, false, false, false)
just to double check that your boxes are drawn correctly. I noticed that when I got something kind of working it behaved differently when I switched back to the offscreen canvas. I found the same different behavior if I didn't add the normal canvas to the page. Adding in thegl.flush
fixed the different behavior.depthSort
was not workingI checked this by changing the shader to use a color and I passed in
i / NUM_SPHERES
as the color which made it clear they were not being sorted. The issue was this
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
Vulnerabilities
No vulnerabilities reported
Install webgl2examples
Support
Reuse Trending Solutions
Find, review, and download reusable Libraries, Code Snippets, Cloud APIs from over 650 million Knowledge Items
Find more librariesStay Updated
Subscribe to our newsletter for trending solutions and developer bootcamps
Share this Page