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Does it help if I say I don't care about shaders much (for now) for my use cases? Out of curiosity how do I test your PR? |
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You may not care about shaders, but they're the heart of how MV (and 3D rendering in general) works, so If they aren't working, you'll definitely miss them. You can pull my branch and serve locally, but you'll mostly get black models. |
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Ahh, okay got you, very important then. I'll hold off until then, was
expecting a uniformly lit model without it.
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…On Wed, Dec 11, 2024 at 11:19 AM Emmett Lalish ***@***.***> wrote:
You may not care about shaders, but they're the heart of how MV (and 3D
rendering in general) works, so If they aren't working, you'll definitely
miss them. You can pull my branch and serve locally, but you'll mostly get
black models.
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elalish
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Dec 23, 2024
| const cubeTarget = new CubeRenderTarget(256); | ||
| (cubeTarget as any) | ||
| .fromCubeTexture( | ||
| this.threeRenderer, tmpTarget.texture, GENERATED_SIGMA); |
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Here I'm relying on a WIP three.js PR: mrdoob/three.js#30165. There's still some problem, probably in that PR, because randomly the generated environment either throws or creates a black texture.
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Now that Three.js supports WebGPU, and better yet,
WebGPURendererautomatically falls back toWebGL2Rendereron unsupported platforms, it's probably about time we started migrating. Amazingly, it sort of already works! Main problems I've noticed so far are with our custom shaders:custom blur shader for the generated environment. I think we can delete all this code and start using
getTextureLevelinstead, but that means we'll also have to transition fromscene.environmentto scene.environmentNode`.custom shadow shader. Just rewrite this in TSL - shouldn't be too complex.
We'll see how the rest goes... FYI @mrdoob.