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In the three.js example with a webgpu_instance_points, when enabling logarithmicDepthBuffer, the example encounters the following error.
I noticed that the issue was caused by not setting a value for depthNode. When I set depthNode = depth, the error disappeared. However, I noticed that three.js does have a default depthNode set.
Additionally, although directly setting depthNode = depth eliminates the error, the result is not as expected, as the depth appears to be chaotic.
I noticed that the configuration for depth in the code didn't take effect, and upon debugging the shader, I found that the logarithmic depth-related shader code wasn't being used.
If I modify this line of code to depth.valueNode = depthNode
then I no longer need to manually set depthNode = node, and the depth behaves as expected. I'm a beginner with NodeMaterial, but I believe this is a bug, and I look forward to further feedback.
Description
In the three.js example with a webgpu_instance_points, when enabling logarithmicDepthBuffer, the example encounters the following error.
I noticed that the issue was caused by not setting a value for depthNode. When I set depthNode = depth, the error disappeared. However, I noticed that three.js does have a default depthNode set.
Additionally, although directly setting depthNode = depth eliminates the error, the result is not as expected, as the depth appears to be chaotic.
I noticed that the configuration for depth in the code didn't take effect, and upon debugging the shader, I found that the logarithmic depth-related shader code wasn't being used.
If I modify this line of code to
depth.valueNode = depthNode
then I no longer need to manually set depthNode = node, and the depth behaves as expected. I'm a beginner with NodeMaterial, but I believe this is a bug, and I look forward to further feedback.
Reproduction steps
1.enabling logarithmicDepthBuffer,
Code
Live example
http://localhost:8080/examples/?q=instance#webgpu_instance_points
Screenshots
Version
170dev
Device
Desktop
Browser
Chrome
OS
MacOS
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