useDepthBuffer
Renders the scene into a depth-buffer. Often effects depend on it and this allows you to render a single buffer and share it, which minimizes the performance impact. It returns the buffer's depthTexture
.
Since this is a rather expensive effect you can limit the amount of frames it renders when your objects are static. For instance making it render only once by setting frames: 1
.
const depthBuffer = useDepthBuffer({
size: 256, // Size of the FBO, 256 by default
frames: Infinity, // How many frames it renders, Infinity by default
})
return <SomethingThatNeedsADepthBuffer depthBuffer={depthBuffer} />