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Camera support opaque texture #1989
Camera support opaque texture #1989
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* dev/1.2: (29 commits) Add `Preprocessor` in `ShaderLab` (galacean#2009) "v1.2.0-alpha.11" Add ShaderLab package umd entry (galacean#2006) Fix primitive e2e error (galacean#2007) "v1.2.0-alpha.10" "v1.1.0-beta.49" "v1.1.0-beta.48" Physics raycast hitResult add shape (galacean#2004) Fix output glsl error when `function overload` exists in shaderlab source code (galacean#2001) refactor: adapter shadowFadeBorder exported from editor (galacean#1999) refactor(render-sort-compare): opt compare code (galacean#2002) feat: modify the method of generating the path (galacean#2000) "v1.1.0-beta.47" Fix`gl.MIN` and `gl.MAX` doesn't exist in `webgl1` (galacean#1990) Fix glb/gltf use extension parse (galacean#1992) "v1.1.0-beta.46" Fix query path error (galacean#1986) "v1.1.0-beta.45" "v1.1.0-beta.44" Fix the problem of resetting `HtmlCanvas.ClientXXX` when call `canvas.resizeByClientSize()` (galacean#1984) ...
* dev/1.2: Fix animation error (galacean#2014) Fix camera renderTarget flip error (galacean#1997)
// Check if need to create internal color texture | ||
const independentCanvasEnabled = camera.independentCanvasEnabled; | ||
if (independentCanvasEnabled && Vector4.equals(camera.viewport, PipelineUtils.defaultViewport)) { | ||
console.warn( |
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use "Logger." in loop
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Done,but...
} else { | ||
const internalColorTarget = this._internalColorTarget; | ||
if (internalColorTarget) { | ||
internalColorTarget.destroy(); |
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will gc crash when switch renderTarget
and open opaqueTextureEnabled
|
Please check if the PR fulfills these requirements
What kind of change does this PR introduce? (Bug fix, feature, docs update, ...)
What is the current behavior? (You can also link to an open issue here)
What is the new behavior (if this is a feature change)?
Does this PR introduce a breaking change? (What changes might users need to make in their application due to this PR?)
Major changes:
opaqueTextureEnabled
andopaqueTextureDownsampling
independentCanvasEnabled
, enable this can on/off MSAA per camera bymsaaSamples
(opaqueTextureEnabled force turn on this mode)BasicResources
class to store internal resource_setRenderTargetInfo
to simplify the logicTODO:
Future: