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some optimizations for postprocessing in webxr #32525
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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It would be cleaner to do something like this: render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
if ( this._currentSamples !== readBuffer.samples ) {
this._currentSamples = readBuffer.samples;
this._updateRenderTargetSamples( readBuffer.samples );
}
// ...
}But I'm not sure antialiasing is really needed for the bloom. Can you revert that change for now? The
I think they're needed. That's how the algorithm works.
I don't know actually, would be great if you can take a look 🙏 |
Sure, but I think it should be added. The graphics looks very jaggy without it.
OK, I'll take a look. |
I updated the code in cabanier@1d66efc so MSAA is applied to the post processing passes.
I inspected the code and the passes are reading from the buffer that is then used to composite the final images. It seems that this is by design. |
@mrdoob the postprocessing step wasn't using anti-aliasing. I fixed this by passing this antialias attribute to the rendertargets.
The rendertargets were resolving depth which wasn't used. I turned that off.
I see that the code is rendering to a lot of rendertargets. Is that expected?
In order I see:
Are all these passes needed or can we combine some? Each pass will flush color data to the main memory.
Surface 15 also loads it from main memory. Is that needed or is it the same as surface 2? (If you don't know, I can debug it)
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