WebGLBackend: Honor depth/stencil in blitFramebuffer().
#31219
Merged
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Related issue: #30995
Description
This PR is one step towards full MSAA support for RTT with the WebGL backend of
WebGPURenderer.The depth and stencil data were never honored during the blit operation so far. That explains why examples like
webgpu_custom_fog_backgroundfailed withPassNodeusing MSAA sincegetViewZNode()orgetLinearDepthNode()returned nodes operating on empty buffers.The WebGL backend uses the same approach like in
WebGLRendererto avoid this issue:three.js/src/renderers/webgl/WebGLTextures.js
Lines 2137 to 2145 in c0854e6
/cc @cabanier