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@cabanier You contributed both. Are these still required in threejs ?
For the most part, this makes useMultisampledRTT forces a fallback to the framebufferTexture2D code. There's no documentation for the Occulus that suggests this is needed or supported.
The text was updated successfully, but these errors were encountered:
The code paths for
WEBGL_multisampled_render_to_texture
don't seem necessary.Am I missing something?
The only information I can find on it are commits to this repo:
e7b823b
And an empty draft from 2 years ago.
KhronosGroup/WebGL#3342
@cabanier You contributed both. Are these still required in threejs ?
For the most part, this makes
useMultisampledRTT
forces a fallback to theframebufferTexture2D
code. There's no documentation for the Occulus that suggests this is needed or supported.The text was updated successfully, but these errors were encountered: