-
-
Notifications
You must be signed in to change notification settings - Fork 36.1k
WebGLRenderer: Refactor setRenderTargetTextures().
#30628
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
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
|
@Mugen87 Strange, it looks correct on my end with my change. Maybe I need to rebase? |
|
I have tested on macOS with Chrome. The CI uses puppeteer + Windows. Here are the actual and expected screenshots from the CI for Other affected demos are
This can't hurt. On which device/browser have you tested with? |
4aca24d to
5c087a1
Compare
I'm using Chrome on mac |
|
@Mugen87 the transmission render target has resolveDepthBuffer set to false. Shouldn't that be true? Don't we need the depth? |
5c087a1 to
0f11226
Compare
|
I removed the change in WebGLTextures.js that caused this regression. |
Indeed, only the color is used for transmission. Even when refracting, the refracted ray is just used to approximate where to sample (see transmission_pars_fragment.glsl.js#L210-L218) |
setRenderTargetTextures().




Move more logic to
resolveDepthBufferinstead of relying on an undefined depth bufferThis contribution is funded by Meta