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Description
Here are a number of things to implement/check to ensure that they work as expected with frame graphs.
This list is not ranked in order of importance; some items are more important than others, and some will likely be postponed until a request is made, as they are not a priority (such as a number of rarely used post-processes):
- All renderers:
- bounding box
- depth peeling / OIT
- edges renderer (no changes required)
- outline renderer (no changes required)
- Note that the depth renderer and the geometry buffer renderer are supported through the geometry renderer task
- geometry renderer task: handles
scene.needsPreviousWorldMatrices
correctly (should be true if any renderer generates the velocity / linear velocity texture) - geometry renderer task: allows custom geometry textures
- Missing post-processes / rendering pipelines:
- SSAO2
- motion blur
- screen space curvature
- sharpen, stereoscopic, etc.
- provides a way to use a custom post process (see https://forum.babylonjs.com/t/feedback-on-frame-graphs/58672/20 or https://playground.babylonjs.com/#2G7PZ6#10)
- how to generate a MRT with frame graph => doc example
- Investigate crash when resizing multiple times the render view (try with https://playground.babylonjs.com/#9YU4C5#12). Only in WebGL => https://issues.chromium.org/issues/442112333
- autoCalcDepthBounds doesn't work with the CSM task
- GPU picker
- Rig cameras
- Layers
- Gizmos
- Shadows
- Clustered lights
- NME with prepass texture block
- Custom render target textures => Use the
ObjectRenderer
task and link it to the dependencies input of anotherObjectRenderer
if the texture is to be used in the context of this second rendering (in a material, for example). - fluid renderer
- RSM gi
- IBL shadows
- snapshot rendering mode
- procedural textures
- frozen meshes
- screenshots
- simple screenshots (from the rendering canvas)
- RTT screenshots
- performance priority mode
- inspector:
- gizmos
- show wireframe
- show bounding box
- statistics / frame step duration
- statistics / count
- Capture with RTT
- handle context loss
- mirror texture
-
Mesh.ignoreCameraMaxZ
etc.
lockphasematthargett and noname0310