Hightlayer wrong

i need a HighlightLayer only for planet, but :


around of planet is nice for me, but this not wotks :

gb_glob_1.addExcludedMesh(freighter_menu);

so, like that :

gb_glob_1.outerGlow = false;
gb_glob_1.innerGlow = true;
//...
gb_glob_1.addExcludedMesh(freighter_menu);

the frighter is ok but the effect around of planet is bad :

ask:

Is there a way to keep the innerGlow and outerGlow set to “true” and exclude the rest of the meshes…

preferably with a single command, I don’t want to have to manually remove each mesh.

I tried with “glow” but it causes drop of FPS, the planet is a big mesh…

I would recommend you to do a fresnel shader for your planet instead. it will be more realistic

cc @sebavan for the glow layer question

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Yes sr, implemented :

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highlight is slower then glow as it uses more underlying resources.

glow should be ok then ?

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yes sr, glow is more efficient, in fact, glow is used in bullets but for the planet i not found how to use in a textured mesh (bullets are a mesh with solid material)

for textured mesh it used the emissive channel by default but you can also provide a custom color/texture instead