Comments (3)
For background, it's worth reading this:
http://blog.tojicode.com/2012/07/using-webgldepthtexture.html
I'm not convinced this buys us much but willing to be proved wrong.
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Believe with larger number of shadows in screen it will make a bit more difference, especially with wider PCF. We should try test in with few Point Light ShadowMaps with PCF.
from engine.
Implemented it, but didn't found significant performance difference. Same on PC, very slightly faster on a Mali GPU tablet, slightly slower (why?) on iPhone 5s.
Not convinced we really need it now.
from engine.
Related Issues (20)
- [Examples] Convert Particle examples to use AppBase and not Application
- Create DrawHelper module in extras for more advanced 'debug' style rendering
- Add WebGPU support to the Picker
- Examples Rework HOT 15
- WebXR issue on PICO Neo 3 HOT 10
- User Data for Entities HOT 4
- Allow creating a curve from values only HOT 1
- WebXR AR - Opacity Blending HOT 2
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- Some debug draw methods are hidden HOT 1
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- Bayer matrix HOT 2
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from engine.