mrdoob / three.js

JavaScript 3D Library.

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WebGLRenderer: Improve `RGBA_INTEGER` support.

tomhsiao1260 opened this issue · comments

Description

I face the same issue that @gkjohnson mentioned 3 years ago. Seems the error comes from three.js doesn't support clearing or rendering to integer render targets (as Garrett Johnson said). Any update for this issue?
https://arc.net/l/quote/gnimfrqg

Reproduction steps

Please check the fiddle, you can compare the different between RGBAFormat and RGBAIntegerFormat in console panel.

Code

See fiddle for complete example.

const data = new Uint8Array(2 * 3 * 4)
const texture = new THREE.DataTexture(data, 2, 3)
// texture.format = THREE.RGBAFormat // this work
texture.format = THREE.RGBAIntegerFormat // this not work
texture.type = THREE.UnsignedByteType
texture.minFilter = THREE.NearestFilter
texture.magFilter = THREE.NearestFilter
texture.needsUpdate = true

const renderTarget = new THREE.WebGLRenderTarget(2, 3)
renderTarget.texture = texture
renderer.setRenderTarget(renderTarget)

Live example

https://jsfiddle.net/yaohsiao/np97zdve/21/

Screenshots

image

Version

r166

Device

Desktop

Browser

Chrome

OS

MacOS

There are a couple of issue in your code. Here is a fixed version: https://jsfiddle.net/5hyf3jzo/1/

  • You have to define the internal format of the texture, in your case: texture.internalFormat = 'RGBA8UI'.
  • Your fragment shader has to render the correct data type. In your case it is uvec4.

Next time, please ask for help at the forum first.

It's possible that glInternalFormat could be a bit smarter here. It looks like integer types are handled more gracefully for Red and RG formats but not for RGBA.

That sounds like a good addition. Would you make a PR with your suggestion?

That sounds like a good addition. Would you make a PR with your suggestion?

Perhaps at some point but I don't think I can commit time to implementing and testing it right now. It may be worth keeping the issue open to keep track of it for the moment.