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[Open RFP] ( $500 ) - Upgrade rendering tech to support reusing frame buffer for improvements to things like refraction #4
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Hey @grimdeathr thanks much for being the first ! I am going to mark this In Progress already. Once you have some idea, could you post your general thoughts. These RFP ones are more complicated items and it will be good to get @sebavan and other BJS folks thoughts on your general plan |
Requires quite a bit of time to deliver. Instructions a bit unclear at first but cleared up once spoken to the BJS devs. Thanks |
Sounds good ! Thanks again. Yes for anyone else reading, its a good idea to ask @sebavan and others from the BJS team here in comments for some clarification when taking these on and forming your general plan/questions. |
Hey @grimdeathr just checking in on this. Are you still working on things ? |
You will have to create a helper function to copy the current framebuffer into a texture (this will have to work in WebGPU too!).
In addition, a new class simplifying the copying of opaque objects should be designed. It will have to register on the
RenderingGroup.onBeforeTransparentRendering
observable to copy the current framebuffer into a texture that will be available to the user.This class will probably need to be configured with some image processing post processes, as requested by the user (details will be discussed at implementation time).
To facilitate the use of this texture as a refraction texture for standard / PBR materials, you will add a global scene.refractionTexture property (in the same way we have scene.environmentTexture for the case of reflection) which will be used by default by the materials if no specific refraction texture has been defined at the material level.
A visualization test and according doc should be added to the framework.
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