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Remove WebGLMultisampleRenderTarget. #23455
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This change is breaking WebXR. |
Tested with a Quest 2 today, too. Examples work as expected. @vanruesc Do you mind testing this change in your project, too? |
I've just tested it and can confirm that it works. I did run into |
Hmm, if I understand the PR correctly... |
This warning is related to the It's the responsibility of the app that a textures dimensions does not change after its initial use.
Yes. However, the user has to specify a |
@marcofugaro For some reasons the unit tests now fail at GitHub with the message:
Do you know why this suddenly happens? |
I think we should follow what we do with So if the user sets That way the user doesn't have to check for support and things will continue working. |
Okay, I've implemented it like suggested. Meaning the renderer does not report an error if the app tries to use multisampling without WebGL 2. The renderer just ignores the multisampling settings and uses a default render target configuration. |
Thanks thanks! |
tested on production with r138 and all works fine |
* Remove WebGLMultisampleRenderTarget. * THREE.Legacy.js: Add WebGLMultisampleRenderTarget. * Exampels: Clean up. * WebGLRenderer: Use multisampling when possible without reporting errors. * Update WebGLRenderer.js Co-authored-by: mrdoob <[email protected]>
* Remove WebGLMultisampleRenderTarget. * THREE.Legacy.js: Add WebGLMultisampleRenderTarget. * Exampels: Clean up. * WebGLRenderer: Use multisampling when possible without reporting errors. * Update WebGLRenderer.js Co-authored-by: mrdoob <[email protected]>
* Remove WebGLMultisampleRenderTarget. * THREE.Legacy.js: Add WebGLMultisampleRenderTarget. * Exampels: Clean up. * WebGLRenderer: Use multisampling when possible without reporting errors. * Update WebGLRenderer.js Co-authored-by: mrdoob <[email protected]>
* WebGLMultipleRenderTargets: Add Options to Constructor (mrdoob#22772) * WebGLMultipleRenderTargets: Add Options to Constructor * Update WebGLMultipleRenderTargets Documentation with new options * Add line break * WebGLMultipleRenderTargets: Use default parameter. Co-authored-by: Michael Herzog <[email protected]> * WebGLRenderTarget: Clone depthTexture in copy(). (mrdoob#23462) * Remove WebGLMultisampleRenderTarget. (mrdoob#23455) * Remove WebGLMultisampleRenderTarget. * THREE.Legacy.js: Add WebGLMultisampleRenderTarget. * Exampels: Clean up. * WebGLRenderer: Use multisampling when possible without reporting errors. * Update WebGLRenderer.js Co-authored-by: mrdoob <[email protected]> * WebGLTextures: Fix depth textures with multisampling. (mrdoob#23611) * WebGLRenderer: Fix setRenderTargetTextures(). (mrdoob#23644) * fix transmission use multisample rtt error * delete type definition of WebGLMultisampleRenderTarget --------- Co-authored-by: Johnathon Selstad <[email protected]> Co-authored-by: Michael Herzog <[email protected]> Co-authored-by: mrdoob <[email protected]>
Related issue: #23444 (comment)
Description
This PR removes
WebGLMultisampleRenderTarget
and introducesWebGLRenderTarget.samples
instead.WebGLRenderTarget.samples
is0
by default and can only be used with WebGL 2. If set, it triggers the multisample render target code path.I was able to integrate the properties
ignoreDepthForMultisampleCopy
,useRenderToTexture
anduseRenderbuffer
into the renderer so onlysamples
is added toWebGLRenderTarget
.I've tested the change with the multisampling examples but not with WebXR yet. The
WEBGL_multisampled_render_to_texture
code path is only used by Oculus Browser so far.Updated the build files for testing: https://raw.githack.com/Mugen87/three.js/dev62/examples/index.html
/cc @cabanier @arpu