You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Fix screenshot orientation with the WebGPU backend, address review comments
- Pixels read back from WebGL are bottom-up but top-down with the WebGPU
backend of WebGPURenderer, so the vertical flip is now based on the
renderer coordinate system. The equirectangular projection quad renders
vertically inverted so it needs the opposite flip of the perspective
projection. Verified on an actual WebGPU backend (NVIDIA, Vulkan), on
the WebGL 2 fallback backend and on WebGLRenderer.
- Query maxTextureDimension2D from the WebGPU device limits for
cubeMapSize instead of hardcoding 2048.
- Rename gl to ctx in setup() since it can be a GPUCanvasContext.
- Store this.cubeTextureUniform for both the ShaderMaterial uniform and
the TSL cubeTexture node, both expose the texture as a value property.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
0 commit comments