Fix WebGLMultisampleRenderTarget mipmap generation #22064
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Description
This PR fixes
WebGLMultisampleRenderTarget
mipmaps generation.Problem that this PR fixes
If I create the multisample render target with
generateMipmaps: true
andminFilter: THREE.LinearMipmapLinearFilter
, first render to multisample render target, and then render an object with the render target to screen, the object is black. (Note: no animation loop.)https://jsfiddle.net/zfusoyde/
If the object is close to the camera, the object is rendered correctly.
https://jsfiddle.net/z87wr690/
Root issue
The mipmaps of multisample render target doesn't seem to be generated correctly.
This is the code in
WebGLRenderer
which updates mipmaps for render target.https://github.com/mrdoob/three.js/blob/r129/src/renderers/WebGLRenderer.js#L1087-L1093
Solution
If I flip the order of the code above to first call
textures.updateMultisampleRenderTarget()
and then calltextures.updateRenderTargetMipmap()
, the problem is fixed.It seems we first need to resolve multisample renderbuffers to a single-sample texture and then generate mipmap (because mipmaps are generated from single-sample texture).