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Removal of WebGLDeferredRenderer? #7095
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I think we can add WebGLDeferredRenderer features to WebGLRenderer via multiple passes and with WebGL 2.0's ability to have multiple outputs per render. Thus I won't miss it. I'd rather focus on just one WebGL renderer than splitting effort across multiple. |
Agreed! Considering that you were the only person that was trying to maintain it, I think I'll go for it. |
I see this issue got closed, but out of interest, do you know if there is any ETA on WebGL 2.0? Hard to find any concrete info about it. |
I think they're aiming for end of the year. |
Cool, not so long, thanks. |
With WebGL 2.0 comes the possibility for occlusion culling yes? Super looking forward to that, though I have no idea about the complexity of implementation. |
I've been trying to fix and clean up http://takahirox.github.io/three.js.deferredrendering/examples/webgldeferred_animation.html Are you still interested to recover |
Recovering it sounds good to me! |
I see. I'll try to make PR soon! :D |
@takahirox very nice. BTW try to reuse the existing packing.glsl functions and add your additional ones to this file: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/packing.glsl Less duplication of code will make WebGLDeferredRenderer easier to maintain. |
We should probably also try to unify the lighting calculations between deferred and the forward renderer, like pulling stuff out of here: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/lights_pars.glsl And you can probably directly re-use the brdfs: https://github.com/mrdoob/three.js/blob/dev/src/renderers/shaders/ShaderChunk/bsdfs.glsl |
Agreed! |
Does the WwebGLDeferredRenderer actually works? I'm trying to use it for a game with a lot of lights but it doesn't seems to work. It still deprecated/unmantained? |
The renderer is used in the following official example (which seems to work without any issues): |
I want to move the discussion here. It seems that is a bug with the WebGLDeferredRenderer: https://discourse.threejs.org/t/performance-when-handling-large-number-of-lights-in-a-city-game/ |
Sorry , but you have not proven a bug yet. If there is actually a problem with the renderer, we can open a new issue. |
WebGLDeferredRenderer
is currently unmaintained and broken. Unless someone steps in and manages to fix it I think I'll have to remove it...Any takers?
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