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Gsplat rendering incorrect when post processing is active

Open MAG-AdrianMeredith opened this issue 7 months ago • 5 comments

When using post processing (camera frame) and gpsplats the colors are incorrect even if bloom intensity is 0. Disabling post processing is correct. Top is expected, bottom is with post processing enabled

Image Image

TestModel_For_OKO_Web_SuperSplat.ply.zip

Repo steps

Using the gsplat example from the examples app. replace the gsplat with it and add a camera frame to enable post processing.

MAG-AdrianMeredith avatar Jun 13 '25 08:06 MAG-AdrianMeredith

Looks like the gsplat shader is being fed the wrong width/height for the render target when post processing is enabled.

willeastcott avatar Jun 15 '25 01:06 willeastcott

There were few related fixes, could you please test if this is still a problem @MAG-AdrianMeredith

mvaligursky avatar Jul 10 '25 08:07 mvaligursky

I can still reproduce, before:

Image

after: Image

Note the white halo around the splat

Adriaaaaan avatar Jul 10 '25 11:07 Adriaaaaan

Its more subtle on this splat, but as showing in the image in the original post it can be quite large difference in others.

To Repo I've added

    const cf = new pc.CameraFrame(app, c);
    cf.rendering.toneMapping = pc.TONEMAP_ACES;
    cf.update();

to https://playcanvas.vercel.app/#/gaussian-splatting/simple

Adriaaaaan avatar Jul 10 '25 11:07 Adriaaaaan

p.s. wrong account lol

Adriaaaaan avatar Jul 10 '25 11:07 Adriaaaaan