- Notifications
You must be signed in to change notification settings - Fork1.6k
-
Logically speaking, to implement picking functionality, it typically requires rendering twice. However, by utilizing WebGL2's MRT functionality, two results can be output in a single render, with one directed to the framebuffer for pixel color computation. This approach could potentially improve performance. |
BetaWas this translation helpful?Give feedback.
All reactions
Replies: 1 comment 3 replies
-
Hi@ouzhou, I completely agree. I found out about this recently, while trying to implement force-directed layout algorithms using WebGL. Unfortunately, it was after having implemented the picking in sigma. I hope to rework the picking that way for thev4 hopefully in 2025, in the same time we tackle the z-indexing issues, probably usingOIT. |
BetaWas this translation helpful?Give feedback.
All reactions
Uh oh!
There was an error while loading.Please reload this page.
Uh oh!
There was an error while loading.Please reload this page.
-
I am also implementing various GPGPU layout algorithms, and I find some open-source code that you can refer to. https://github.com/cosmograph-org |
BetaWas this translation helpful?Give feedback.
All reactions
-
Moreover, I believe reducing boilerplate code is important; you can consider using foundational libraries like regl. |
BetaWas this translation helpful?Give feedback.
All reactions
-
You can definitely use depth to solve z-indexing issues |
BetaWas this translation helpful?Give feedback.