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How to use post processing stack / webGL renderer #86
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Hi - I'm trying to implement the post processing stack of threejs. Do you have an example of this? I'm trying to port a working non-ar example of this into threejs. Normally what I would do is create a webGL renderer:
renderer = new THREE.WebGLRenderer({alpha: true});
renderer.setSize( ww,wh );
document.body.appendChild( renderer.domElement );
and then add all my passes:
composer = new THREE.EffectComposer( renderer );
composer.addPass( new THREE.RenderPass( scene, camera ) );
dotEffect = new THREE.ShaderPass( THREE.DotScreenShader );
dotEffect.uniforms[ 'scale' ].value = 4;
composer.addPass( dotEffect );
...
I noticed a few things:
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I'm not sure how to refer to my renderer in 8th wall, so I can't pass a reference to it to my effect composer.
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The post processing stack does not seem to be loaded by default so I have to load all the scripts individually.
Any idea how to get going with this? I'm just trying to incorporate it into the 8thwall / web / gettingstarted / xr3js example.
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