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WebGLMultisampleRenderTarget: Enable toScreen rendering. #22066
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this works just fine on Desktop using patched three with this PR and Patched aframe renderer still the OculusBrowser problem |
@arpu there are a bunch of GL errors in the console: I suspect this is an issue on your side. |
@arpu I don't see such errors in the two official examples. Maybe you have missed something when patching your |
@cabanier i do not see this error on desktop chrome amd the error comes in oculus chrome android? |
Can you go in VR on desktop chrome? |
only with the https://chrome.google.com/webstore/detail/webxr-api-emulator/mjddjgeghkdijejnciaefnkjmkafnnje?hl=de @Mugen87 the only diffrence is using this parameters for the THREE.WebGLMultisampleRenderTarget
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@cabanier you are right after the OculusBrowser update today i cannot enter webxr on the OculusBrowser with both examples |
@Mugen87 Could you resolve the conflicts? |
Done! |
Sorry for blocking but I'm unsure about the Would something like this work? const rendertarget = new THREE.WebGLMultisampleRenderTarget( width, height, parameters );
rendertarget.samples = 4;
renderer.setFramebuffer( rendertarget ); // pass null for default behaviour |
A method on renderer level works, yes. However, we would have to make clear in the documentation that Alternatively, a new ctor parameter of const rendertarget = new THREE.WebGLMultisampleRenderTarget( width, height, parameters );
rendertarget.samples = 4;
const renderer = new THREE.WebGLRenderer( { framebuffer: rendertarget } ); Besides, in WebGPU there is no built-in MSAA like in WebGL. If const renderer = new THREE.WebGLRenderer( { sampleCount: 4 } ); I guess I favor the last option right now. |
Related issue: see #21573
Description
This is a rework of the original PR.