Testing the fog feature for SceneJS V0.7.0 - see how the teapots fade into the background.
Jerkiness is caused by the video capture tool.
Note also the pixel-shading with multiple light sources.
V0.7.0 now dynamically generates a GLSL shader for each geometry element, tailored to the current scene state. For efficiency the shaders are cached for re-use among geometry that share scene state, storing them against a hash code derived from the scene state. The benefit is that GLSL is now entirely encapsulated within SceneJS.
Link to this comment:
All Comments (0)