Hi @stevebaer, @everyone
I’m finally learning the darkest magic, so thanks for this plugin!
Some questions:
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I can’t see a way to measure the distance from a 3d point to the closest geometry. Do you have some idea? An efficient method would open the door to raytracing beyond the SDF approach. Do you think this will be possible?
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Why GLBuiltInShader component is not show in the components ribbon?
Here are some feature request:
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_colorBuffer and _depthBuffer are great but I am wondering if you can include some more.
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_previousColorBuffer as the https://github.com/mcneel/ghgl/pull/40 suggest (I haven’t tried but I used a lot this feature learning OpenGL).
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_indexBuffer: a segmentation map to index geometries, as a sampler2D to know which index is hitting the pixel ray.
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_normalBuffer: instead of getting the color as in _colorBuffer, getting the normal direction at each pixel coordinate
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_distBuffer: similar to _depthBuffer but with real distance from clip to object.
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Support for sampler3D for volumetric materials and samplerCube to easy make cubic based environments.
1 is the most important issue, 5. and 4. would be great to have, the others are less important.
Thanks.