Unable to implement Depth Peeling example without changing WebGLRenderer
See original GitHub issueThis is a continuation of #19305, which got stuck at some point
I would like to contribute an order independent transparency rendering example using Depth Peeling algorithm. Implementation requires to render transparent objects multiple times + one render of opaque objects. Current WebGLRenderer.setTransparentSort
is not enough for that.
It would be nice to have an option to set whole custom WebGLRenderLists
.
Additionally extendable WebGLRenderer would open alot of new opportunities, i.e. progressive rendering, custom backgrounds… you name it.
Some stuff can be done by rendering multiple passes using EffectComposer
instead, but it adds unwanted CPU overhead and increases code complexity. I suppose composer should be used for posteffects, not customizing rendering pipeline.
Issue Analytics
- State:
- Created 3 years ago
- Reactions:2
- Comments:12 (5 by maintainers)
Top GitHub Comments
@taphos you should edit the title then not to mention some specific algorithm.
@gkjohnson @pailhead This ticket is about WebGLRenderer design, please create a new thread for depth peeling implementation discussion.