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first pass at occlusion in gpurenderer#31207
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@mrdoob instead of copying the depth like we did previously, we now depth text for each render pixel. |
github-actionsbot commentedMay 30, 2025 • edited
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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I'm working on a |
How can I do that? |
I'm developing this new feature. Have you tried replacing for testes your code scene.traverse((object)=>{if(object.material){object.material.maskNode=false;}}); It seems to disappear(apply) all objects. |
Isn't that expected? Or are you saying that the current code disappears all objects? |
Yes, works as expected, just answering the previous question about: masknode only works for some objects. The problem is probably related to something else. |
was this problem fixed or do I need to open an issue? |
this doesn't seem to be a problem with the maskNode input as tests have shown, but if it is we can fix it. |
This implements per pixel occlusion by updating the shader of each renderer object.
@sunag , even though I apply the masknode to each element in the scene, it seems to apply only to some of the elements in the scene. If I recreate the material with masknode (instead of just assigning the node), it seems to work.
Am I doing something wrong?