Thanks for your hard work on all of this and apologies for the delay. We were working on integrating the latest of everything. Here is where we stand right now
- Regarding .hdr support, we’ve moved to .env and thats working for us so no need to do anything there.
- we have decided to stick with the DefaultRenderingPipeline for our PostProcessing needs as ImageProcessingConfiguration does not support HDR. (see: Babylon Native not rendering HDR to Render Target Texture - #14 by sebavan)
- we have verified that your fixes to DefaultRenderingPipeline work (mainly that it works with MSAA, DOF, and ToneMapping). So thats great
Now the remaining issue.
- We are noticing that there is some strange “moire” artifacts going on when we use viewports to render two or more scenes to a render texture. (This wasnt happening when we were using ImageProcessingConfiguration btw) We call this a “composite image”… its basically several renders stitched into on. Anyway, I suspect this is something to do with downsampling the image when setting the width/height of the viewport. I think I got it to repro in the Native Example app so I will send you that when its ready. In the meantime I’ll PM you some images in case you have some initial thoughts.