Customising volume shader, depth occlusion... #649
Replies: 2 comments 31 replies
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Hmmm, this is interesting - please don't fork Viv! Hopefully we can make this work - if you want this, others probably do as well! We can define hooks in the shader so placing one at a given point that you need should be doable (and again, if you need it, someone else probably does as well). As for the depth texture, I remember getting this kind of working using Thanks for your interest in the project! |
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Well, I tried a bit more playing with parameters, with your PR diff as a reference. Didn't get results I wanted straight away in my project, so I'm trying to run your branch on my machine. Not quite sure what's going on - looking at Avivator on localhost, when I first loaded a volume I could see axes along with the 'loading' text, but then when the volume finished loading they were nowhere to be seen and since then I haven't seen them even when going to a completely separate browser. I think before my sense of reality disintegrates any further I'm going to carry on with other things for now, but hopefully I'll make some kind of sense of it next week. Regards, |
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I'd quite like to be able to render something like a
ScatterplotLayer
along with aVolumeLayer
. I can do that ok, e.g.I'd like to make it such that the depth was handled nicely (ie, points occlude volume & vice-versa, notwithstanding vagueries of opacity)... now, that'd mean making a depth texture available to a modified
xr-3d-volume
shader, which gets into the territory of needing to make some fairly drastic changes to how the volume shader gets assembled and how the layers interact etc...I'm not entirely sure if I'll push through with it, but I made a bit of a start on different versions some of the Viv classes, with the thought of hacking some of my own shader-mangling on top of what
XR3DLayer
does... I've been toying with doing so in a way that avoids forking viv itself, but may be ill-advisedPerhaps I'd be better off forking viv itself... I don't know how much trouble it would be to make it work with somewhat more arbitrary
LayerExtension
s. I noticed this issue which touches on related points of wanting to be able to add uniform declerations to modified versions of shaders...Beta Was this translation helpful? Give feedback.
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