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WebGPU: NodeMaterial updates #21208
WebGPU: NodeMaterial updates #21208
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That looks like my first programs in GWBasic! :') |
@mrdoob Yes! in WebGPU :) |
@sunag I mean like an implementation thing... I guess we can't try on Firefox yet? |
Ah yeah, nice question... I try run in |
Sidenote: You can enable WebGPU in Firefox Nightly by opening |
The CI fails because there is no screenshot for the new example You can add one by doing this: |
I'll merge and generate the screenshot on my end. |
Thanks! |
// Opacity | ||
material = new THREE.MeshBasicMaterial(); | ||
material.opacityNode = new TextureNode( texture ); | ||
material.transparent = true; |
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BTW: It's good that you have implement transparency settings like so 👍 . This should solve #18038 since the render list is now correct in the first frame.
Material.transparent
needs to be set by the user, not by the material system.
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This was not a hated feature in general, it facilitates in most cases ( #16996 (comment) ) . More few months we must abandon the old NodeMaterial
system and adopt the new one that uses .transparent
... Should we wait this change only for the new NodeMaterial
system?
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Replacing the old material system with the new one makes sense. But maybe it's better to invest a bit more time in developing the new one before doing this step.
NodeMaterial
webgpu_materials
NormalNode
,MathNode
d95eb36 4c2ab57node
in customshader stage
eef49b1VaryNode
,PositionNode.LOCAL
webgpu_sandbox
2337179