This is about how to implement a pipeline for advanced rendering in Defold.
And there are a number of questions in this regard.
First of all, of course, support for GL_RGBA32F and GL_RGBA32UI formats is needed for render target.
GL_RGBA32F is needed for HDR, for cluster lighting, as well as for particles based on vertex texture fetch and for some GPGPU purposes.
GL_RGBA32UI is needed for MRT analog and may be more profitable than GL_RGBA32F in some cases due to absence of bits loss.
As far as I know, work is being done in this direction, and it’s very very cool!
In addition, mesh management is critical. For example, the ability to immediately enable/disable meshes for rendering within a single frame.
This is necessary when there are multiple render passes involving different meshes. This is best illustrated by rendering a reflection map. The reflection map (pass-1) should contain the entire world around the camera, while the final screen (pass-2) contains only those meshes that are caught in the viewport. Turning off part of the surrounding world for rendering in pass-2 must happen in a single frame.
I would like to know if there are any solutions already, or if a request for an appropriate feature needs to be made?