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Post process framework roadmap #5808
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Nice article with a bit on their post processing: Godot 3's Renderer Design Explained |
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Possible idea from the forum: https://groups.google.com/forum/#!topic/cesium-dev/DJiirg0L5Cs Render translucent buildings, but have the buildings still occlude each other. It would require rendering the tileset to its own framebuffer with depth test/mask on, and then blending that framebuffer with the scene's framebuffer. It may not be hard to add this to the post processing branch as is. |
Another request from the forum which should be very straightforward with post processing - change a tileset's contrast or saturation, especially useful for photogrammetry. https://groups.google.com/forum/#!topic/cesium-dev/zQ0GEQ2SXDU |
This could also replace the current approach for contrast/saturation/etc for imagery. |
@bagnell @byumjin two questions on the current HBAO. If we haven't done these yet, they could be good roadmap items.
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@bagnell can you please update the tasklist at the top of this issue? |
Now that HDR rendering is (at least partially) implemented, is it possible to use floating point textures in the post processing stage? |
@laurensdijkstra Yes. You can pass |
I have not been able to get the initial HDR rendered image of the Scene with pixelDatatype: PixelDatatype.FLOAT and HDR enabled. Is it possible to obtain the HDR rendered Scene texture in a PostProcessingStage? Clarification as to how I have tried to determine whether the colorTexture uniform in the PostProcessingStage fragmentShader is HDR or not: I checked each RGB value to see if it exceeded 1.0 and output vec4(1e6, 1e6, 1e6) in the shader if so, black if not. The result was a black image. When outputting vec4(1.0, 1.0, 1.0, 1.0) the image was white. This should not be the case with gamma 2.2 should it? I'm new to HDR stuff so please correct me if I'm wrong. It seems Scene._view.sceneFramebuffer.getFramebuffer() is passed to PostProcessingStage.execute as the colorTexture, which I have checked to be HALF_FLOAT when HDR rendering is enabled. I do not understand why the values I checked with the method above do not exceed 1.0. They seem to be between 0.0 and 1.0. Are the HDR values collapsed before being sent to the post processing stages? Looks like this is somewhat related: #5932 |
Initial implementation: #5615
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