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Description
Description
So I'm aware of why this is likely to be the case. In WebGL, all the state was explicitly set every frame, and in WebGPU, the settings for textures are baked into Sampler objects which are immutable. But three.js behind the scenes should simply create a new sampler if the settings have changed and dispose of the old one, or keep a cache based on the hash of the settings.
I created a JS fiddle showing exactly this issue. It's based off of the WebGPU Dynamic Cubemap example
Reproduction steps
- Open JS fiddle
- Try changing the texture settings which change the settings on the cube UV texture*
- Notice they don't change how the texture is rendered at all (they do in the old renderer, of course)
- I recommend zooming into the texture to exaggerate the "mag" effect, and then changing the magFilter to
NearestFilter
, which is supposed to make the image appear pixelated, OR zoom out (to exaggerate the "min" effect), and then changing the minFilter toNearestFilter
to again make it look pixelated/undersampled.
Live example
https://jsfiddle.net/n8uhzLpj/
Screenshots

Version
r180
Device
Desktop
Browser
Chrome
OS
MacOS