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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
- edges renderer
- outline renderer.
- 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.
- Investigate crash when resizing multiple times the render view (try with https://playground.babylonjs.com/#9YU4C5#12). Only in WebGL
- viewport / camera.viewport
- autoCalcDepthBounds doesn't work with the CSM task
- GPU picker
- Rig cameras
- Sprites
- 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
- priority mode
- inspector: debug timings, etc
- handle context loss
- mirror texture
-
Mesh.ignoreCameraMaxZ
etc.
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