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WebGLRenderTarget: Clone depthTexture in copy() #23462
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@amodiopescefaro @ChaiGusto I'm not sure this solves the issue... |
Well, it sure seems like the right fix to me but https://jsfiddle.net/zhmoekwa/ still shows this: I think that's a different issue. |
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…exture and depthTexture.clone Fixed MRT copy method: - texture[i] needed `isRenderTargetTexture = true` - Aligned the copy method of the depthTexture with WebGLRenderTarget (see mrdoob#23462)
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…exture and depthTexture.clone (mrdoob#23781) Fixed MRT copy method: - texture[i] needed `isRenderTargetTexture = true` - Aligned the copy method of the depthTexture with WebGLRenderTarget (see mrdoob#23462)
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* 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]>
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Fixed: #22938
Description
See #22938 (comment)