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Hi, and thanks for the hard work! I tried switching to Potree.PointShape.PARABOLOID for material.shape, but ended up with WebGL throwing errors on undefined terms. After some digging in Potree I found that I needed to get extensions from WebGL by the getExtension method as follows: let gl = renderer.getContext(); gl.getExtension('EXT_frag_depth'); gl.getExtension('WEBGL_depth_texture'); let extVAO = gl.getExtension('OES_vertex_array_object'); if(!extVAO){ throw new Error("OES_vertex_array_object extension not supported"); }
However, it still calculates scene depth incorrectly. I'm not familiar with WebGL at all, but removing the line pos.z += wi * vRadius; in the fragment shader makes it render correctly again, albiet without the paraboloid depth applied to the square shapes. Perhaps vRadius is somehow passed down incorrectly?
Thanks,
Heng.
The text was updated successfully, but these errors were encountered:
shiukaheng
changed the title
Possible to use interpolated shader / parabolic point shape?
Possible to use interpolated shader / paraboloid point shape?
Nov 1, 2019
Hi, and thanks for the hard work! I tried switching to Potree.PointShape.PARABOLOID for material.shape, but ended up with WebGL throwing errors on undefined terms. After some digging in Potree I found that I needed to get extensions from WebGL by the getExtension method as follows:
let gl = renderer.getContext(); gl.getExtension('EXT_frag_depth'); gl.getExtension('WEBGL_depth_texture'); let extVAO = gl.getExtension('OES_vertex_array_object'); if(!extVAO){ throw new Error("OES_vertex_array_object extension not supported"); }
However, it still calculates scene depth incorrectly. I'm not familiar with WebGL at all, but removing the line
pos.z += wi * vRadius;
in the fragment shader makes it render correctly again, albiet without the paraboloid depth applied to the square shapes. Perhaps vRadius is somehow passed down incorrectly?Thanks,
Heng.
The text was updated successfully, but these errors were encountered: