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Examples: Add external three-gpu-pathtracer example #24803
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…dd-pathtracer # Conflicts: # examples/webgl_renderer_pathtracer.html
Yeah there are some new regressions in Chrome it seems and possibly Safari - when I developed the latest version I was testing on Mac Chrome and Safari. There are some new issues around Android, as well... I've put that project down for a bit but it seems that browser WebGL implementations are not completely stable when it comes to the shader or features required here. It's not viable to keep chasing down existing, new, and changing browser implementation quirks to keep it looking consistent. I plan to look into the project a bit more again in the coming months and will have to consider where the project is going to go. Long term WebGPU and ComputeShaders would be the better place to implement this kind of thing and I'm hoping that will be more stable than WebGL in terms of these types of compilation and transpilation issues I've seen but I'm not sure. Not sure if @mrdoob has any thoughts on whether ComputeShaders will be more stable since they better mirror modern graphics APIs? |
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Description
Adds an external library demo for three-gpu-pathtracer. The screenshot is taken manually and added for the sidebar because otherwise it will probably take a bit to render and when I'd tested headless puppeteer rendering with the pathtracer previously it was not working - I'll test it again at some point.
Live demo:
http://raw.githack.com/gkjohnson/three.js/add-pathtracer/examples/index.html#webgl_renderer_pathtracer