Comments (3)
I still don't know how these things work, but can the shader(assuming screen-space) be composited to the world-space or z-depth?
from discussions.
maybe a render to texture feature can be setup, render to texture the screenspace of every instance, and keep rendering an area for as much as shaders is subjected to.
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Then destroy when it is not needed anymore.
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Related Issues (20)
- Doom3 WebGL Gangnam style HOT 1
- OTE build issues. HOT 3
- Not sure if you knew that, but ... HOT 3
- the old darkradiant in the OpenTechEngine repo doesn't compile HOT 14
- I'll look into implementing the fullscreen GUI again
- Fullscreen mouse
- create a document for ideas we could implement HOT 13
- Current engine state HOT 5
- Weird texture distance bug HOT 1
- Material Shaders and alpha channels
- Temporary assets HOT 10
- Shader features HOT 2
- Compiling from Linux for Windows HOT 27
- Errors detected while attempting to play d3bfg as a submod of OTE
- [OTE 2017 Vision] HOT 1
- [OTE 2017 Vision] – a communal and open approach
- [OTE 2017 Vision] – Technical ideas and clean up of the engine HOT 11
- GLSL instead of CG
- Thoughts and opinions about gitter integration HOT 2
- Graphing? HOT 3
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from discussions.