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Possible to use interpolated shader / paraboloid point shape?
Hi, and thanks for the hard work! I tried switching to Potree.PointShape.PARABOLOID for material.shape, but ended up with WebGL throwing errors on undefined terms. After some digging in Potree I found that I needed to get extensions from WebGL by the getExtension method as follows:
let gl = renderer.getContext(); gl.getExtension('EXT_frag_depth'); gl.getExtension('WEBGL_depth_texture'); let extVAO = gl.getExtension('OES_vertex_array_object'); if(!extVAO){ throw new Error("OES_vertex_array_object extension not supported"); }
However, it still calculates scene depth incorrectly. I'm not familiar with WebGL at all, but removing the line pos.z += wi * vRadius;
in the fragment shader makes it render correctly again, albiet without the paraboloid depth applied to the square shapes. Perhaps vRadius is somehow passed down incorrectly?
Thanks, Heng.