WebGPUBackend: Align frontFace and cullMode values to WebGL backend.#31769
WebGPUBackend: Align frontFace and cullMode values to WebGL backend.#31769Mugen87 merged 1 commit intomrdoob:devfrom
frontFace and cullMode values to WebGL backend.#31769Conversation
📦 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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/ping @sunag This PR causes breakage, and I would advise against changing the winding order convention at this late hour prior to a release. TBH, I would prefer to continue with the convention @sunag established with // For example, consider the following color node when rendering transparent, double-sided materials: material.colorNode = select( frontFacing, color( 0xff0000 ), color( 0x0000ff ) );With this PR, the back faces will have the same color as the front faces. Transparent, double-sided materials render in two passes, with front faces and back faces rendered separately. |
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Yes, the PR brings other implications. We can revert it and bring a more robust solution in the next release. |
…ackend. (mrdoob#31769)" This reverts commit fd74f49.
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Agreed! Thanks for reverting. But should when then consider to align the WebGL backend to the WebGPU one? Using negative scaling is currently broken as highlighted in #31764. Having at least a consistent response of both backends seems preferable to me. |
@Mugen87 Yes, that sounds like a very good idea. But be particularly careful in testing bump mapping, which uses |
Fixed #31764.
Description
The PR makes sure the WebGPU backend implements the render pipeline values for
frontFaceandcullModelike in WebGL backend.