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Is your feature request related to a problem? Please describe.
I'm using Filament for off-screen batch rendering. It would be useful for me to have deterministic results, where rendering the same view twice results in the same pixel.
For the scene I'm using, I'm able to achieve this by disabling dithering, but it would be nice to have dithering, and just be able to set the seed before I call Renderer::render.
Describe the solution you'd like
This could be achieved by making FEngine::getRandomEngine a public method of Engine (so I could call engine->getRandomEngine().seed(1234)), or you could have a narrower interface with one function for setting the seed between render calls.
Describe alternatives you've considered
Disabling dithering (my current solution), or casting Engine* to FEngine* to get access to getRandomEngine().
The text was updated successfully, but these errors were encountered:
Is your feature request related to a problem? Please describe.
I'm using Filament for off-screen batch rendering. It would be useful for me to have deterministic results, where rendering the same view twice results in the same pixel.
For the scene I'm using, I'm able to achieve this by disabling dithering, but it would be nice to have dithering, and just be able to set the seed before I call
Renderer::render
.Describe the solution you'd like
This could be achieved by making
FEngine::getRandomEngine
a public method ofEngine
(so I could callengine->getRandomEngine().seed(1234)
), or you could have a narrower interface with one function for setting the seed between render calls.Describe alternatives you've considered
Disabling dithering (my current solution), or casting
Engine*
toFEngine*
to get access togetRandomEngine()
.The text was updated successfully, but these errors were encountered: