Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WebGPURenderer: Fix computation of the camera frustum planes #24383

Merged
merged 1 commit into from
Jul 23, 2022

Conversation

WestLangley
Copy link
Collaborator

Fixes #24382.

I followed the current convention of adding the requisite method to WebGPURenderer.js.

@WestLangley WestLangley added this to the r143 milestone Jul 23, 2022
@WestLangley
Copy link
Collaborator Author

I followed the current convention of adding the requisite method to WebGPURenderer.js.

Unfortunately, redefining these methods in this way breaks WebGLRenderer when both renderers are instantiated in the same app.

Perhaps not common, but useful for development.

I think it would be advisable to fix that -- in a separate PR, of course.

@Mugen87
Copy link
Collaborator

Mugen87 commented Jul 23, 2022

Related #23372.

@Mugen87
Copy link
Collaborator

Mugen87 commented Jul 23, 2022

@LeviPesin This PR is not the right place for discussing the general refactoring. Please use #23372.

@Mugen87 Mugen87 merged commit 52dff22 into mrdoob:dev Jul 23, 2022
@WestLangley WestLangley deleted the dev-webgpu-frustum branch July 23, 2022 15:29
@mrdoob
Copy link
Owner

mrdoob commented Jul 27, 2022

Thanks!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

WebGPURenderer is computing the camera frustum incorrectly.
3 participants