Closed cmhhelgeson closed 2 months ago
Sounds like a bias issue generated from the different depth space of WebGPU and WebGL.
Maybe aligning both backend to 0-1 will solve this kind of issue. The best way would be to implement out of the box this extension for WebGL: https://registry.khronos.org/webgl/extensions/EXT_clip_control/
Sounds like a bias issue generated from the different depth space of WebGPU and WebGL.
Maybe aligning both backend to 0-1 will solve this kind of issue. The best way would be to implement out of the box this extension for WebGL: registry.khronos.org/webgl/extensions/EXT_clip_control
I'm not sure if would be a bias issue when turning on forceWebGL causes the sample to exhibit the same behavior.
Ah, I see. I misunderstood the issue and thought the behaviors differed between the two backends, not the two renderers. In that case, it might be something to do with AnalyticLightNode
. I can take a look at it!
Getting similar weird moire-like patterns when converting the webgl_postprocessing_pixel example to WebGPU (with and without the WIP PixelationNode pass from PR #28802. Errors appear irrespective of whether the materials are MeshPhongMaterial or MeshPhongNodeMaterial, or whether forceWebGL is set on the THREE.WebGPURenderer.
Image below is without any post-processing applied:
I believe these patterns are fixed with #28926, so I'll close the issue.
Description
Working from code in pull request #28593, directional lighting behavior is strange when switching from WebGLRenderer to WebGPURenderer.
WebGLRenderer:
WebGPURenderer (behavior the same whether forceWebGL is enabled or not)
WebGPURenderer when switching lighting in webgl_camera_array.html sample from 4 to 50
It seems like the shadow written to the depth buffer in a previous pass is somehow being applied to the mesh's color output.
Reproduction steps
Code
Live example
Screenshots
No response
Version
r166
Device
Desktop
Browser
Chrome
OS
Windows