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TAA reprojection #6048
TAA reprojection #6048
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# Conflicts: # examples/src/examples/graphics/post-processing.mjs
Velocity buffer can be very useful for WebXR Space Warp technique. https://developer.oculus.com/documentation/web/webxr-space-warp/ I guess the format of vector data and the way it is stored is important here. If it matches between implementations - that would be just amazing! |
created an issue: #6116 |
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accumulationTexture = null; | ||
/** | ||
* @type {Texture} |
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* @type {Texture} | |
* @type {Texture|null} |
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This is one of the unsolved issues I have with types. I want to declare a member ahead of time, like TS does, and then initialize it in constructor. But that does not mean the null is a valid type, as I assign a texture object to this in the constructor. So marking type as Texture|null
just gives me VSC error on every access to it if I'm missing a null check. So I prefer to have a single error here and not allow null.
Thoughts?
Co-authored-by: Will Eastcott <will@playcanvas.com>
Improvement to the initial TAA implementation (#5909):
Other changes:
taa1080.mov
Limitations: