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21 docs tagged with "rendering"

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Billboards

Keep planes facing the camera for trees, flares, and sprites that always show their front toward the viewer.

Camera model masking

Use camera and light mask groups so specific lights and views only affect chosen models in layered scenes.

Capturing a screenshot

Render from a camera to a texture and export pixels as a PNG for captures and sharing from your app.

Information hotspots

Place clickable hotspots in the 3D view that open info panels using raycasts and screen overlays.

Loading Draco Compressed GLBs

Load Draco-compressed GLB models in PlayCanvas with the right pipeline so meshes stay small without breaking rendering.

Loading glTF GLBs

Load glTF GLB files as binary assets at runtime and add the resulting model instance to your PlayCanvas scene hierarchy.

Multiple Camera Layers

Combine multiple cameras and render layers to mix screen-space UI with world-space elements in one PlayCanvas scene.

Multiple Viewport Rendering

Split the canvas into separate camera viewports by adjusting each camera rectangle for picture-in-picture or split-screen views.

Planar Mirror Reflection

Render planar reflections for mirrors and water by projecting the scene onto a plane with a reflective shader pass.

Planet Earth

Shade a globe with Earth textures, materials, and shaders to present a stylized planetary body in real time.

Procedural Gradient Texture

Generate a gradient texture in code and apply it to materials instead of importing a bitmap for smooth color ramps.

Rainbow Trail with Mesh API

Build a rainbow ribbon trail by updating mesh vertices and colors with the Mesh API for dynamic GPU-driven geometry.

Render 3D World to UI

Render a 3D preview with a dedicated camera into UI elements such as inventory icons or character selection panels.

Resolution Scaling

Scale internal 3D resolution for performance while keeping crisp screen-space UI by separating world and overlay render paths.

Simple water surface

Approximate a stylized water plane with scrolling normals and fresnel-tinted materials for simple reflective surfaces.

Static Batching

Merge static meshes into fewer draw calls with batching to cut CPU overhead while keeping non-moving geometry efficient.

Warp a Sprite with GLSL

Distort sprite UVs in a custom GLSL shader to create wavy or bulging effects without rebuilding mesh geometry each frame.