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WebGPURenderer: MSAA, Postprocessing and Wireframe support in the WebGL Backend #27473
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Cleaned up a bit more the code and made some space and improvement for another issue I wanted to fix (postprocessing support in the WebGL backend). I'm still struggling with a feedback loop issue from the WebGL Backend when multiple framebuffers are involved (which is currently an issue in the dev branch): Not sure how I should update the pipeline there and where to unbind the previous RTT which is then attached as a texture to next one. But maybe we could merge this PR before it grows even larger. /cc @sunag |
Nevermind, I just found how to support for postprocessing. I will re-request review when it's ready I need to test all the examples. /cc @sunag 😄 |
Added support for multipass in the postprocessing pipeline and removed the WebGPU condition in 2 new demos: Live example here: I'm currently re-binding the framebuffer per render object in the I think there could be a better solution which might require a refactor in the I'm satisfied of the current state of this. I will stop there and create new PRs once this one is merged. |
I think |
…GL Backend (mrdoob#27473) * support material.wireframe in webgl backend * fix reattach framebuffer, support msaa and wireframe demo * fix depth samples === 0 * cleanup * more cleanup * more cleanup to the webgl pipeline * postprocessing support * fix msaa * fix example afterimage * improved state management and performances * generate a new webgl slot for fbos * revert puppeteer * fix copyFrameBufferToTexture with correct unbinding and cleanup * fix multipass pipeline in webgl backend and enable new demos * regenerate screenshot with gaussian blur
Happy New Year!!
Multiple points are addressed in this PR:
webgpu_postprocessing_afterimage
,webgpu_skinning_instancing
,webgpu_portal
.webgpu_rtt
example #27466Live example MSAA:
webgpu_multisampled_renderbuffers
Live example Postprocessing:
This contribution is funded by Utsubo