-
Notifications
You must be signed in to change notification settings - Fork 3.5k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
rgbdEncoder is needed in a different place #15992
Conversation
Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/15992/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15992/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15992/merge#BCU1XR#0 |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU (Experimental) |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
Visualization tests for WebGL 1 have failed. If some tests failed because the snapshots do not match, the report can be found at If tests were successful afterwards, this report might not be available anymore. |
This fixes an issue when trying to run the
EncodeTextureToRGBD
function before ever calling ExpandRGBDTexture. The shader initialization is now in the right place for both.A small improvement in error handling as well, adding an actual error to _retryWithInterval.