Skip to content

Frame Graph implementationΒ #16536

@Popov72

Description

@Popov72

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 another ObjectRenderer 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.

Metadata

Metadata

Assignees

Projects

No projects

Milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions