I am not sure if that is a question or straight up a bug report but here is my problem.
- Context:
I have a static complex scene that really needed optimizing so I figured I am going to use WebGPU which is stronger than WebGL and implementing the SnapshotRendering I managed to quadruple my FPS. Adapting all my features to it while following the documentation wasn’t too hard until i got to the HighlightLayer. - The Problem:
Within the documentation there is a solution for effect layers that is showcased with the glow layer, but adapting it to the highlight layer didn’t work.- The highlight layer simply doesnt have a color, no matter what it’s always black.
- It doesn’t update when the camera is moving when its not added to the update function (Expected)
- If added to the update function all meshes within it become fully black and are no longer visibly highlighted
- Demo:
The demo is an edited version of the documentation demo with the glow layer just commented out. You can also try to comment / uncomment some parts to see the different unexpected behaviours that I am talking about.
With all that said is there an existing way to Highlight a mesh in WebGPU while making use of SnapshotRendering without changing its entire material color and making it glow?