WebGLBackend: Honor depth/stencil in blitFramebuffer().#31219
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🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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bindFramebuffer().blitFramebuffer().
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LGTM! Will you also add the option to use multisampled renderbuffers for platforms that don't support render-to-texture? |
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What platforms don't support this workflow? |
Contributor
I believe only Quest and Pico browsers support this so Chrome and Safari need MSAA renderbuffers. We need to render to a MSAA texture because that is the only way to get foveation to work. |
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Understood. At the moment the goal is to fix #30995 so MSAA with post processing and MRT works with the WebGL backend. I'll work on the MSAA/MRT combination next. |
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Related issue: #30995
Description
This PR is one step towards full MSAA support for RTT with the WebGL backend of
WebGPURenderer.The depth and stencil data were never honored during the blit operation so far. That explains why examples like
webgpu_custom_fog_backgroundfailed withPassNodeusing MSAA sincegetViewZNode()orgetLinearDepthNode()returned nodes operating on empty buffers.The WebGL backend uses the same approach like in
WebGLRendererto avoid this issue:three.js/src/renderers/webgl/WebGLTextures.js
Lines 2137 to 2145 in c0854e6
/cc @cabanier