postprocessing
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Is viewport respected?
Simple question. I don't see anything about the viewport or examples of it used. My application renders multiple scenes within the same buffer using scissor/viewport. Would love to use this but wanted to ask before I spend any time. Thanks for your time.
This is currently not supported, but it can be done with hacks: https://codesandbox.io/s/long-darkness-szcisb?file=/src/App.js
I'll look into options to add automatic support for WebGLRenderer.setViewport
and WebGLRenderer.setScissor
.
That would be wonderful. Thank you!
On Sat 23. Jul 2022 at 21:39, Raoul v. R. @.***> wrote:
This is currently not supported, but it can be done with hacks: https://codesandbox.io/s/long-darkness-szcisb?file=/src/App.js I'll look into options to add automatic support for WebGLRenderer.setViewport and WebGLRenderer.setScissor.
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Please take a look again. It is multiple cameras rendering the same scene. The specific description and code are in #507 , thank you
I'd like to be able to render multiple scenes with multiple cameras, not a single scene. Is it supported? Thank you so much!
On Sun, Jun 25, 2023 at 3:33 AM xuchaozou @.***> wrote:
Please take a look again. It is multiple cameras rendering the same scene. The specific description and code are in #507 https://github.com/pmndrs/postprocessing/issues/507 , thank you
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@drone1 You can use multiple RenderPass
instances to render multiple scenes. Make sure to set RenderPass.clearPass.enabled = false
if you want to render the scenes to the same frame buffer. Depending on your use case, your composition may require saving intermediate render results in textures via CopyPass
. Blending textures together can be done with TextureEffect
.
Thanks for the demo, I've got the feeling that this scissors/viewport
example in the codesandbox could be useful to have a screen which would be split. Eg first left third side of the screen with a given EffectPass
applied, center third with another, and right third with again another. This should be less performance hungry than doing full-screen RenderPass with different EffectPasses
and combining them - for example via a ShaderPass
, right?
Tried forking here with viewport [0,0,w,h] and scissors set to half-width, trying to adding different RenderPasses
after the scissorPassA/B
but is applies to the whole screen for now.
@jo-chemla Proper support for scissor/viewport settings is planned for v7.
Closing this in favor of #570.
Thanks for getting back, I'll follow the scissor/viewport v7 implementation thread - just thought it could be hacked in the meantime with the current v6 codesandbox, but waiting for proper support in v7 is a great alternative.
And thanks for the awesome work on the postprocessing
lib!