-
-
Notifications
You must be signed in to change notification settings - Fork 35.4k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
WebGLRenderer: Allow for binding and rendering into a 2d render target mipmap #29844
base: dev
Are you sure you want to change the base?
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
I'm very sick right now, so I can't give this my full attention until the end of next week. Just a quick glance: bullet points are reasonable and code looks nonintrusive so far. If I want hardware filtering for depth and shadows, I'll add it myself. No need for that burden now. |
Hey @CodyJasonBennett - just wanted to ping again. No rush though - hope you're feeling better! |
Yes, feeling much better. I'm hopping on a plane in a few hours, but just ping or assign me and I'll go through them first thing when I land. Thanks again for leading this stuff. |
How are you testing this? I'm noticing I have to disable |
This looks like it's maybe related to setting the
If you set |
Related issue: #29779
Description
Adjusts
setRenderTarget
to afford binding and rendering into a specific mipmap level of a 2d render target texture. A scratch frame buffer is used to avoid cases where there are other attachments on the cached framebuffer without mipmaps (ie a depth buffer) resulting in an error when drawing (which was happening with 3d render targets, as well).cc @CodyJasonBennett
edit
looks like this will need some different handling for multisample targets but I'm not sure what the best way is to handle thatFixed by not rebinding mipmap level == 0 MSRT textures