Popov72
Popov72
Try this PG: https://playground.babylonjs.com/#A56TVT#1 Look at the console log: there are some errors because the depth/stencil texture is not created as a MSAA texture. Note that it is failing only...
From an email sent to Gary: I forgot to say when merging the WebGPU changes to the master branch that I added a new `EngineFeature` property to the engine, which...
Currently, when the prepass renderer (PPR) renders alpha blended materials, it must set the blend states accordingly because the first texture of the MRT is the color texture: the colors...
Currently, clip planes are defined at the scene level, but it is sub-optimal because if we want some per-mesh clip planes we must use the `mesh.onBeforeRenderObservable` / `mesh.onAfterRenderObservable` events on...
The prepass renderer only works with the standard and PBR materials. It would be nice to make node materials work with the prepass renderer, as node materials are used more...
We currently have [BABYLON.CopyTextureToTexture](https://doc.babylonjs.com/typedoc/classes/BABYLON.CopyTextureToTexture) which can only copy a whole texture to another one. We should add a function that can copy a smaller texture to some (x,y) offset in...
That would be nice (and would help our WebGPU support in Babylon.js) to allow having attributes of types mat2/3/4 in the vertex shader. According to @kainino0x, Vulkan does allow it,...
Add helpers to simplify animation retargetting.
See discussion in https://forum.babylonjs.com/t/webgpu-loads-significantly-slower/48980