[Webkit-unassigned] [Bug 230216] REGRESSION(ANGLE/Metal): z-fighting with low camera near range
bugzilla-daemon at webkit.org
bugzilla-daemon at webkit.org
Mon Sep 13 11:36:54 PDT 2021
https://bugs.webkit.org/show_bug.cgi?id=230216
Kenneth Russell <kbr at google.com> changed:
What |Removed |Added
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CC| |geofflang at google.com,
| |jonahr at google.com
--- Comment #3 from Kenneth Russell <kbr at google.com> ---
Submitter: it turns out this rendering artifact is happening on Chrome on macOS, too. It looks like when ANGLE is used as the WebGL backend it may be more strict about allocating depth renderbuffers with a specific precision (e.g. 16-bit vs. 24-bit). See the difference between these two runs:
(artifact)
/Applications/Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary --user-data-dir=/tmp/c1 --use-cmd-decoder=passthrough
vs.
(no artifact)
/Applications/Google\ Chrome\ Canary.app/Contents/MacOS/Google\ Chrome\ Canary --user-data-dir=/tmp/c1 --use-cmd-decoder=validating
Can you provide the entire sources for this, unminified, in a way that we can easily modify them?
Do you or Three.js allocate your own renderbuffers or textures? The solution will probably be to upgrade your sources to stop using DEPTH_COMPONENT and use instead the sized formats like DEPTH_COMPONENT24 in WebGL 2.0.
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