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When WebGL2 device creation is done with stencil: false and post effects are enabled, depth scene grab starts failing as framebuffers don't match when doing WebglGraphicsDevice.copyRenderTarget.
add the line stencil: false to const gfxOptions at line 28
open the dev console
switch to WebGL2 as active device.
Example breaks and notice warnings in the console: [.WebGL-0x104005b3400] GL_INVALID_OPERATION: Depth/stencil buffer format combination not allowed for blit.
Note
This can be reproduced with the Ground Fog example as well only on FIrefox without the need for post effects to be enabled, just follow the same steps and notice similar warnings in the console WebGL warning: blitFramebuffer: Depth buffer formats must match if selected. and the depth debug view is white.
The text was updated successfully, but these errors were encountered:
Description
When WebGL2 device creation is done with
stencil: false
and post effects are enabled, depth scene grab starts failing as framebuffers don't match when doingWebglGraphicsDevice.copyRenderTarget
.This has been observed on Edge/Chrome and Firefox.
There are a lot more details in this forum thread (conclusion towards the end):
https://forum.playcanvas.com/t/depth-issues-when-enabling-a-post-process-effect/33024/20
Steps to Reproduce
[.WebGL-0x104005b3400] GL_INVALID_OPERATION: Depth/stencil buffer format combination not allowed for blit.
Note
This can be reproduced with the Ground Fog example as well only on FIrefox without the need for post effects to be enabled, just follow the same steps and notice similar warnings in the console
WebGL warning: blitFramebuffer: Depth buffer formats must match if selected.
and the depth debug view is white.The text was updated successfully, but these errors were encountered: