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Code paths for WEBGL_multisampled_render_to_texture #27260

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epreston opened this issue Nov 27, 2023 · 2 comments
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Code paths for WEBGL_multisampled_render_to_texture #27260

epreston opened this issue Nov 27, 2023 · 2 comments

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@epreston
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epreston commented Nov 27, 2023

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 the framebufferTexture2D code. There's no documentation for the Occulus that suggests this is needed or supported.

@cabanier
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@cabanier You contributed both. Are these still required in threejs ?

Yes, this codepath is still needed to get multisampled output on Quest devices. I believe it's also implemented on Pico.

@epreston
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Thank you.

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