In order to solve the read write problem, here is another try:Ģ.copy RenderTexture to RenderTextureReadOnlyĢ.by reading RenderTextureReadOnly, render all per object post process to the RenderTexture itself, Which use minimum GPU pixel processing time and also stable on all OpenGLES 2.0 devices?Ģ.render all per object post process back to the RenderTexture itself,ģ.then render RenderTexture to frame buffer with a full screen post processīut as it is reading & writng the RenderTexture at the same time in step 2, the render result has many artifacts. So I wonder what is the proper way to do per object post process on mobile device in general? If I build to mobile device (I only have apple devices in test lab),įor OpenGLES 2.0 apple device : it fails to render any per object post process,īut full screen post process works on all devices.įor OpenGLES 3.0 / Metal apple device : fully functional My process of rendering per object post process is:Ģ.then render back to frame buffer with a full screen post process by reading the result in RenderTextureģ.finally render any per object post process layer on top of frame buffer result by reading the result in RenderTexture. The package contain minimum code to produce the effect in the WebGL demo.
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