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fix(webgl): Update video texture bindings before draw #1853
fix(webgl): Update video texture bindings before draw #1853
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FWIW The WebGL texture classes have grown into a major mess and I have been working on a big simplification. I'd love to land it before we close v9, I'll try to get the PR ready. Should be more satisfying to make fixes on that code base rather than patching the current code.
@@ -44,8 +44,6 @@ export class WEBGLRenderPipeline extends RenderPipeline { | |||
/** WebGL varyings */ | |||
varyings: string[] | null = null; | |||
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_textureUniforms: Record<string, any> = {}; | |||
_textureIndexCounter: number = 0; |
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Hmm, makes me uncertain, how are we tracking texture indices these days? each pipeline has a limited set of slots to play with and needs to distribute its textures over those?
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It looks like _textureIndexCounter
was added in #1601 and has been unused since then, _applyBindings()
appears to handle indices now. I haven't tested that area yet but hopefully if the glTF rendering is working again, multiple textures are supported!
@ibgreen sounds good, will look forward to trying that! Up to you if this PR should be merged in the meantime or not. |
Restores
texture.update()
call for video textures in WebGL render pipeline. Removes unused_textureUniforms
and_textureIndexCounter
properties on WEBGLRenderPipeline class.Context: