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WebGPURenderer: Support for access previous frame textures using pass()
#29069
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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pass()
Several revisions have been made, now MRT is working on WebGLBackend as shown in the screenshots. |
I'm getting an error on this code ( just modifying the after image sample ): const scenePass = pass( scene, camera );
const scenePassColor = scenePass.getTextureNode();
const scenePassPrevColor = scenePass.getPreviousTextureNode();
// combinedPass = scenePassColor;
// combinedPass = combinedPass.afterImage( params.damp );
postProcessing.outputNode = scenePassPrevColor; //combinedPass; three.js.examples.-.Google.Chrome.2024-08-05.23-05-57.mp4Full error is as follows. As expected, the error and flickering goes away when antialiasing is turned off since the default sample count for the WebGPUBackend is 1.
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I think it is |
Related issue: #29058 (comment)
Description
Add support for accessing previous textures, without needing special configuration, just like the syntax below: