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@ycw ycw commented Jan 8, 2025

Occlusion query result 0 = no samples pass = occluded, but current assertion is non-0 = occluded

Demo the issue: https://threejs.org/examples/#webgpu_occlusion,

In the demo, occluded color is set to blue, non-occluded color is set to green, so when the sphere is fully occluded, the plane should be in blue, not green

@ycw ycw changed the title WebGPURenderer: Fix Occlusion Logic WebGPUBackend: Fix Occlusion Query Logic Jan 8, 2025
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github-actions bot commented Jan 8, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 339.51
79.09
339.51
79.09
+0 B
+0 B
WebGPU 490.94
136.33
490.94
136.33
+2 B
+4 B
WebGPU Nodes 490.41
136.21
490.41
136.22
+2 B
+7 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 465.35
112.14
465.35
112.14
+0 B
+0 B
WebGPU 560.24
151.73
560.24
151.74
+2 B
+3 B
WebGPU Nodes 516.33
141.52
516.34
141.52
+2 B
+4 B

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Mugen87 commented Jan 8, 2025

In the demo, occluded color is set to blue, non-occluded color is set to green, so when the sphere is fully occluded, the plane should be in blue, not green

In this case, do you mind changing the description text of the example? It would be great if you could regenerate the E2E screenshot of webgpu_occlusion.

Besides, does the WebGL backend also needs this fix? Sorry, I'm currently not into the occlusion query code. Hopefully someone else can additionally review this PR.

@sunag sunag added this to the r173 milestone Jan 9, 2025
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sunag commented Jan 9, 2025

I inverted the colors in the example. Added the fix to WebGLBackend too.

@sunag sunag merged commit 95a994c into mrdoob:dev Jan 9, 2025
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ycw commented Jan 9, 2025

Thanks

@ycw ycw deleted the fix-webgpu-occlusion branch January 9, 2025 16:53
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3 participants