![]() ![]() All the cameras helper methods support mixed type inputs and # broadcasting. lights = PointLights ( device = device, location = ]) # Initialize an OpenGL perspective camera that represents a batch of different # viewing angles. As mentioned above, the front of # the cow is facing the -z direction. linspace ( - 180, 180, num_views ) # Place a point light in front of the object. linspace ( 0, 360, num_views ) azim = torch. num_views = 20 # Get a batch of viewing angles. The render texture method can be done in one pass as the shader can sample the render texture.# the number of different viewpoints from which we want to render the mesh. Stencils or destination alpha requires rendering each wall twice, once as the normal wall, and again to show the silhouette. Then the silhouette is rendered not by the character, but the walls themselves. Other solutions would be to use stencils, or destination alpha, or a render texture of just the character's outline. To use this technique means any wall the player goes behind has to be geometry that's writing to the depth, which can be quite limiting for an otherwise 2D sprite game. Technically you could change the ZTest on the silhouette to use ZTest GEqual and it would only render in places it's behind, but it doesn't really fix this issue. Where it is visible it hides the silhouette pass making it appear as if the silhouette only rendered when behind objects. The character is rendered, but testing the depth buffer so as to not render over walls it is behind. The character's silhouette is rendered afterward, ignoring the depth buffer (and also not itself writing to it), such that it renders on top of everything previously rendered. The scene and wall are rendered, with the wall rendering to depth. When the effect works, this is what's happening: To pull off the effect you want with the silhouette, this particular solution requires the character's shader renders both the silhouette and then the character after objects it would otherwise need to render before. The problem here is you're trying to mix 2D rendering with a technique that intrinsically relies on the depth buffer and sorting out of order. This is necessary as sorting order alone can't handle intersecting geometry, but the depth buffer can. Generally speaking opaque stuff doesn't care what order it's rendered in as the depth buffer is used to handle sorting. except when intersecting with opaque objects. Transparent objects for the most part have the same rules as 2D stuff, it's all about the sorting order. Traditional 3D rendering changes depending on if something is opaque or transparent. The things that draw behind something else has to draw first so the things on top can draw over it. Traditional 2D rendering is all about the sorting order. ![]()
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May 2023
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