Gsplat rendering incorrect when post processing is active
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
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.
Looks like the gsplat shader is being fed the wrong width/height for the render target when post processing is enabled.
There were few related fixes, could you please test if this is still a problem @MAG-AdrianMeredith
I can still reproduce, before:
after:
Note the white halo around the splat
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
p.s. wrong account lol