Spiri0

Results 41 comments of Spiri0

Hm... The RTT.readBuffer() would then not be suitable for existing textures. My thought process with the RTPBNode was that the various functions that currently exist (readPixels, readRenderTargetPixels, readRenderTargetPixelsAsync, ...) are...

I'm wondering if anyone sees a need for the node I suggested? I ask because I'm personally happy with ```const pixelBuffer = await renderer.readRenderTargetPixelsAsync(renderTarget, 0, 0, width, height)``` I just...

The textureStore node came in r155 or r156 at my request for the ability to store textures with WGSL shaders. I use the textureStore node a lot, but only like...

The read/write topic is the same as mine in #27502. We have a very general problem between tslFn / wgslFn and RenderTargets. That's why I had the idea of ​​preparing...

@sunag: I confess that I have trouble understanding the three.js code. I would have to study it for a long time to understand it better. Do you have new insights...

Ok, the shader works with cubeTexture. I mistakenly thought texture was the node for all types of textures because I hadn't found a separate accessor for the depthTexture in Nodes.js...

I think I have now found the cause of what leads to the errors and warnings when I want to pass a depthTexture to a shader. The depthTexture is only...

I put a computeShader directly downstream of the renderTarget in the updateloop. After the renderTarget, the computeShader then reads the depthTexture with the texture node and renders it with the...

I've been working with the drawIndirect since we got it in r170. This works quite well but it will be more comfortable to use it with structs ``` const drawBufferStruct...

@RenaudRohlinger I have a codePen here on how to use the drawIndirect buffer in conjunction with compute shaders. However, in accordance with If you feel like it, you can convert...