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WebGLMultipleRenderTargets: Example fix iOS with MSAA #24141

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merged 2 commits into from
May 30, 2022

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RenaudRohlinger
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There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.

Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?

There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.

Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?
Comment on lines 248 to 254
// safari prior 15.5 needs the renderer to be cleared()
// if ( parameters.samples > 0 ) {

// renderer.clear();

// }

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@CodyJasonBennett CodyJasonBennett May 27, 2022

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This also affected scenes that used antialias on the renderer, with gl.clear() being a workaround that accepted any combination of bits -- even simply zero.

Since being patched, I think we can direct users to keep their browsers up-to-date rather than employ these workarounds. iOS is a bit too unstable for comfort.

@Mugen87
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Mugen87 commented May 27, 2022

I would prefer to keep code like this out of the examples. They don't have to demonstrate how to achieve a library feature with older/buggy browsers.

@RenaudRohlinger
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Alright! Just fix the iOS issue by removing the unnecessary float texture format 👍

@mrdoob mrdoob added this to the r141 milestone May 30, 2022
@mrdoob mrdoob merged commit dfd10cb into mrdoob:dev May 30, 2022
@mrdoob mrdoob modified the milestones: r141, r142 May 30, 2022
mrdoob pushed a commit that referenced this pull request May 30, 2022
* WebGLMultipleRenderTargets: Example fix iOS with MSAA

There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.

Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?

* Update webgl2_multiple_rendertargets.html
abernier pushed a commit to abernier/three.js that referenced this pull request Sep 16, 2022
* WebGLMultipleRenderTargets: Example fix iOS with MSAA

There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.

Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?

* Update webgl2_multiple_rendertargets.html
snagy pushed a commit to snagy/three.js-1 that referenced this pull request Sep 21, 2022
* WebGLMultipleRenderTargets: Example fix iOS with MSAA

There is another issue only on iOS, some texture types will break in certain cases. I don't have an explanation of the why, I think it's just a bug.

Also, there was an issue with Safari which was fixed in the latest version (15.5) where it was required to clear the canvas before rendering the scene. I only added comments since this issue has been patched, should we add it anyway?

* Update webgl2_multiple_rendertargets.html
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4 participants