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VREffect - Custom blending is broken #9808
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I ran into the same issue... after finding your issue here I did some searching http://stackoverflow.com/questions/31248397/three-js-combining-stereoeffect-with-fxaa-shaderpass/35120643#35120643 https://threejs.org/examples/webgl_effects_stereo.html Which is kinda what VREffect that I'm using from the webvr examples does... it kinda looks like it should work.... maybe more hints... |
I wonder if it's related to #9564? |
I wonder if #9839 fixes, I think it likely would. |
Only one way to find out! |
Ok... Could anyone try with the latest version in |
Yep, checking on now with just getting rid of early return. |
so excited!! |
I have a test.. (several tests) https://www.d3x0r.org:444/javascript/Voxelarium.AS (browsable) http://www.d3x0r.org:24680/index2-vr.81.html - this does not work, the webpage loads current dev head from rawgit. (err maybe I loaded it too many times, now it refuses to laod; but it shows my custom renderer, upon entering VR all goemetry disappears.) This one loads the last working 81, and it works until entering VR mode. http://www.d3x0r.org:24680/index2-webgl.html - my shader working in webgl renderer my last stable dev http://www.d3x0r.org:24680/index2-webgl-basic.81.html - mesh basic material with simple texture instead - using latest dev branch - DOES NOT WORK was trying to leave it kind of open so you could commit and retest yourself; but that failed. but basically latest dev does break webgl basic shader.... |
@mkeblx @eddietree any luck? |
Maybe I should have said simply - "still fails:; instead of making an attempt to give you a way to test it. and in fact breaks stuff that used to work. |
@d3x0r I don't have a VR device to test this with. |
Okay; I'll work on simplifying... uhmm |
even without a VR device, running the test scene in Vanilla Chrome (not chromium) does not seem to have Custom Blending working when going thru the VREffect. |
We just need a version of http://codepen.io/anon/pen/PGJmKo with the VR stuff. |
https://drive.google.com/drive/u/0/folders/0BzudLt22BqGRYlNNUHNUcmZlWG8 how do I load more modules with codepen? https://threejs.org/examples/js/WebVR.js |
and should probably just like patch around new Error( 'No VR hardware found.' ) For now you can request an window.requestAnimationFrame just puts 60fps... I mean in the browser it still renders using webgl shouldn't be an absolute requirement to have hardware.... maybe also patch around submitFrame - which apparently is a glFlush and push to display hardware (recovered content from a couple days ago) Okay; I'll work on simplifying... uhmm (If you could check the glow renderer, I don't think I over complicted it too much; ) Also, I'm a noob at all of this (Not really but sorta) I would have expected that depth on a frame buffer would be like feature 1 to have been implemented; I see from the standards that's not really the case, and that a separate depth buffer that can go with a render buffer is fairly new. This is what my glow renderer is trying to do - render the scene with only certain texture/shader parts enabled - anything that glows, with a depth. (because foreground textures can be transparent also...) so I need to know what glow parts are behind what other parts so I can do the alpha/clipping in the correct direction... https://d3x0r.org:444/javascript/test3d/ this isn't it... |
http://codepen.io/anon/pen/Egdjop?editors=1111 commenting out line 31 works; although running it locally I get no blending and it's a red cube. (in chrome without VR support) (part 1 would be, does it run through VREffect?) |
+1. I've met the same problem. It seems that the problem has not been fixed. three.js: r92 Chrome: 64.0.3282.140 |
Since |
Description of the problem
Custom blending seems to be broken when VREffect is enabled.
I am testing simple custom MAX Blending material: Max(green, red) = yellow
(https://gist.github.com/eddietree/e815dfcb35fe2ecd43f61ff888871233)
This is what it should look like (not VR), yellow is correct
http://codepen.io/anon/pen/PGJmKo
However, if you have the same code with VR effect enabled, none of the custom blending works. The box appears red: http://imgur.com/a/hIVB2
Three.js version
THREE.WebGLRenderer 82dev
Browser
OS
Hardware Requirements (graphics card, VR Device, ...)
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