webgl_reverse_depth_buffer: Use post-processing and add note for use of floating point depth#30941
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…of floating point depth.
| const meshes = []; | ||
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| const renderTarget = new THREE.WebGLRenderTarget(); | ||
| renderTarget.type = THREE.UnsignedByteType; |
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Any pointers to what setting the type property does? I don't see it documented for WebGLRenderTarget and was wondering whether it needs to be added to the TypeScript types.
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I guess this should be:
renderTarget.texture.typeBut since the default is already THREE.UnsignedByteType we probably can just delete this line.
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This is a bad habit of mine. I will remove the line #30989.
RuthySheffi
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…of floating point depth. (mrdoob#30941)
RuthySheffi
pushed a commit
to RuthySheffi/three.js
that referenced
this pull request
Jun 5, 2025
…of floating point depth. (mrdoob#30941)
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Related issue: #30809 (comment)
Description
Updates the example to configure a basic post-processing chain with a floating-point depth buffer (canvas default is integer, which doesn't work as well). The simplest form is what I had initially contributed with a single offscreen render + blit, but this is unusual for an example and will mess up tonemapping in real scenes since r155. This should now be a better showcase and realistic example.