Comments (3)
How about a list of textures/materials to update?
scene.render({
update: [
tex1, tex2, mat1
],
});
from cubicvr.js.
Another one:
scene.render({ target:renderTex });
might be nicer than wrapping a begin/end around it with post-process and target stuff.
from cubicvr.js.
I've added the first parameters of 'postProcess: ' and 'postBuffer: ' to get this started, we can discuss additional usage options in the future as they're encountered. For now this gives us a simple way to render to a post-processing target, and optionally buffer it for repeat calls (true / false) instead of clearing and rendering.
from cubicvr.js.
Related Issues (20)
- Is loading large COLLADA files supported? HOT 10
- Change normalize operator name
- Lights should be transformable, as meshes are HOT 1
- Mesh constructor lacks point/face normals HOT 1
- Number of lights check extends init time by 2000ms HOT 2
- Add ability to draw GL_POINTS HOT 6
- Bug - setting values on vec4 uniforms through CustomShader interface doesn't appear to work HOT 1
- Investigate support for IFC file format HOT 37
- Mesh.setSegment() sample
- `samples/polygon/tessellate.html` broken in Chrome HOT 3
- mat4.multiply fix parameter order to be logical, matR,matL -> matL,matR
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- Camera with parent producing incorrect rotation
- screen space ambient occlusion(ssao) HOT 2
- Add properties and name to all scene items HOT 1
- highp no longer compiles HOT 1
- MOD3 framework has support for CubicVR HOT 2
- CubicVR.js demos blank with Chrome HOT 1
- ColladaLoader texture problem
- double side problem
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from cubicvr.js.