Closed kungfooman closed 1 year ago
These are some commits that changed some logic, but I don't know right now when this became an issue:
https://github.com/playcanvas/engine/commit/f609b43a31f508ab2dc31cc6da50b0c25633f88d https://github.com/playcanvas/engine/commit/333cfc1f2001bfe6f42baae9241a2319c04c4d60 https://github.com/playcanvas/engine/commit/dcb5a0122bffa8a499d642734da9b258635571c4 https://github.com/playcanvas/engine/commit/9eff30254b4ab1efb8d845c2416393becf19699b https://github.com/playcanvas/engine/commit/d753e00475dc4033f1fe8d4540de9b3eff39a364
Mini bloom example (just save in engine root dir with a /build/playcanvas.js):
/build/playcanvas.js
<!DOCTYPE html> <html> <head> <meta charset="utf-8"> <title>PlayCanvas Hello Cube Bloom</title> <meta name='viewport' content='width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no' /> <style> body { margin: 0; overflow: hidden; } </style> <script src='./build/playcanvas.js'></script> </head> <body> <canvas id='application'></canvas> <script> // create a PlayCanvas application const canvas = document.getElementById('application'); const app = new pc.Application(canvas); // fill the available space at full resolution app.setCanvasFillMode(pc.FILLMODE_FILL_WINDOW); app.setCanvasResolution(pc.RESOLUTION_AUTO); // ensure canvas is resized when window changes size window.addEventListener('resize', () => app.resizeCanvas()); // create box entity const box = new pc.Entity('cube'); box.addComponent('model', { type: 'box' }); app.root.addChild(box); // create camera entity const camera = new pc.Entity('camera'); camera.addComponent('camera', { clearColor: new pc.Color(0.1, 0.1, 0.1) }); app.root.addChild(camera); camera.setPosition(0, 0, 3); // create directional light entity const light = new pc.Entity('light'); light.addComponent('light'); app.root.addChild(light); light.setEulerAngles(45, 0, 0); // rotate the box according to the delta time since the last frame app.on('update', dt => box.rotate(10 * dt, 20 * dt, 30 * dt)); const assets = { bloom: new pc.Asset('bloom', 'script', { url: './scripts/posteffects/posteffect-bloom.js' }) }; const assetListLoader = new pc.AssetListLoader(Object.values(assets), app.assets); assetListLoader.load(() => { // add bloom postprocessing (this is ignored by the picker) camera.addComponent("script"); camera.script.create("bloom", { attributes: { bloomIntensity: 1, bloomThreshold: 0.7, blurAmount: 4 } }); }); app.start(); </script> </body> </html>
Reproduction: 1) E.g. open devtools and scale very small 2) Reload page (this makes sure we have a small initial width set) 3) Resize as big as it gets
Result:
Or maybe I'm just doing something wrong right now?
Nice fine @kungfooman . This PR is causing the different behaviour, I'll investigate: #5651
Wow, thank you for the quick fix @mvaligursky! :+1:
These are some commits that changed some logic, but I don't know right now when this became an issue:
https://github.com/playcanvas/engine/commit/f609b43a31f508ab2dc31cc6da50b0c25633f88d https://github.com/playcanvas/engine/commit/333cfc1f2001bfe6f42baae9241a2319c04c4d60 https://github.com/playcanvas/engine/commit/dcb5a0122bffa8a499d642734da9b258635571c4 https://github.com/playcanvas/engine/commit/9eff30254b4ab1efb8d845c2416393becf19699b https://github.com/playcanvas/engine/commit/d753e00475dc4033f1fe8d4540de9b3eff39a364
Mini bloom example (just save in engine root dir with a
/build/playcanvas.js
):Reproduction: 1) E.g. open devtools and scale
Result:
Or maybe I'm just doing something wrong right now?