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WebGLCapabilities: add textureTypeReadable()
and textureFormatReadable()
#28087
WebGLCapabilities: add textureTypeReadable()
and textureFormatReadable()
#28087
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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canReadTextureType()
and canReadPixelFormat()
.
@Mugen87 is there any documentation to update somewhere ? |
No, there isn't a doc page for Apart from that, I'm curious to see if other devs prefer an API on The PR in its current state is fine in context of |
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canReadTextureType()
and canReadPixelFormat()
.textureTypeReadable()
and textureFormatReadable()
Fixed #28086
Description
WebGL only supports one texture type for reading:
UnsignedByteType
, and only one pixel format:RGBAFormat
. Any other combination is optional and implementation dependent.This PR exposes 2 conditional checks that previously ocurred in
WebGLRenderer.readRenderTargetPixels()
:as two publicly accessible methods on
WebGLCapabilities
:textureTypeReadable()
textureFormatReadable()
To be able to determine if the render target can be read, we can now use those two methods. If at least one of them returns
false
, we might have the opportunity to convert the texture to another format before callingreadRenderTargetPixels()
.This contribution is funded by Oslandia