-
-
Notifications
You must be signed in to change notification settings - Fork 35.8k
first pass at occlusion in gpurenderer #31207
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
base: dev
Are you sure you want to change the base?
Conversation
@mrdoob instead of copying the depth like we did previously, we now depth text for each render pixel. |
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
I'm working on a |
How can I do that? |
I'm developing this new feature. Have you tried replacing for testes your code scene.traverse( ( object ) => {
if ( object.material ) {
object.material.maskNode = false;
}
} ); It seems to disappear(apply) all objects. |
Isn't that expected? Or are you saying that the current code disappears all objects? |
Yes, works as expected, just answering the previous question about: masknode only works for some objects. The problem is probably related to something else. |
This implements per pixel occlusion by updating the shader of each renderer object.
@sunag , even though I apply the masknode to each element in the scene, it seems to apply only to some of the elements in the scene. If I recreate the material with masknode (instead of just assigning the node), it seems to work.
Am I doing something wrong?