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Currently, a depth buffer which is part of the render target uses a depth format based on the device:
const depthFormat = device.webgl2 ? gl.DEPTH_COMPONENT32F : gl.DEPTH_COMPONENT16;
We would ideally:
Some parts we'd need to possibly update:
The text was updated successfully, but these errors were encountered:
mvaligursky
Successfully merging a pull request may close this issue.
Currently, a depth buffer which is part of the render target uses a depth format based on the device:
We would ideally:
Some parts we'd need to possibly update:
The text was updated successfully, but these errors were encountered: