discard
statement
#19
Comments
Or is there any way to use previous computed fragment as a texture for next pass? |
There is nothing to do such thing yet. We currently always I guess having a way to map the previous content as a texture would be a great feature as you suggested. |
Also on the RNPlay example, it's weird that it black-blinks, do you also get this in the phone? |
No, it's okay on the simulator and device. Thanks for a quick answer. I will try to make a proof-of-concept pull request. I'm also working on React Native for OS X and would be super nice to get GLSL on that eventually, so learning |
Cool :) I'm not sure what's the simplest way to implement this, my first thoughts are: Now on the user side: <GL.View ... uniforms={{ backbuffer: GL.DrawingBuffer }} /> |
I just want to say that I was able to solve my issue with replacing shaders partially with ReactART instead. It definetly would be much powerful to achieve that in gl-react way, hope to find time to figure out how. I also tried to not clearing buffer on the each iteration and of course the screen was blinking. |
https://github.com/ProjectSeptemberInc/gl-react/issues/25 should be able to address this via storing into a preserved framebuffer, there are some work involved and a bit more thoughts on the API / internal formats / implementations. |
I'm approaching a spec solution to solve this (and much more) see https://github.com/ProjectSeptemberInc/gl-react/issues/27#issuecomment-174298635 |
Thanks! Awesome project, one of the best in the RN world. On Wed, 17 Feb 2016 at 16:13 Gaëtan Renaudeau notifications@github.com
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https://www.opengl.org/sdk/docs/tutorials/ClockworkCoders/discard.php
The desired behavior: https://www.shadertoy.com/view/XlBXRy
The same (?) code on Rnplay.org which doesn't work as expected (maybe it shouldn't?): https://rnplay.org/apps/PUJnuw
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