The pathtracer no longer performs harding rendering of linear interpolation on the primary float buffers so the filtering is changed to "NEAREST" which addresses situations where OES_texture_float_linear is not supported.
To address issues of hardware blending into float buffers (EXT_float_blend) we force manual blending of textures in a custom shader.
cc @robertoranon this changes some of the logic from #466 and hopefully ensures more consistent behavior across platforms. It would be great if you could make sure ios rendering still works.
Related to #466
Possibly related to #468, #481
The pathtracer no longer performs harding rendering of linear interpolation on the primary float buffers so the filtering is changed to "NEAREST" which addresses situations where
OES_texture_float_linear
is not supported.To address issues of hardware blending into float buffers (
EXT_float_blend
) we force manual blending of textures in a custom shader.cc @robertoranon this changes some of the logic from #466 and hopefully ensures more consistent behavior across platforms. It would be great if you could make sure ios rendering still works.