Hello there ! I’m having trouble when I want to render a glb previously imported where some texture exceeded maximum texture size (Extent 3D width:8192, height:8192) with WEBGPU.
I understand it’s limited by gpu caracteristics but is there a way to bypass these limitation?
Here is the code to import my glb file :
SceneLoader.ImportMeshAsync("", "./asset/", "hub_acceuil.glb",scene).then((result)=>{
const meshScale = 1;
result.meshes[0].scaling = new Vector3(meshScale, meshScale, meshScale);
result.meshes[0].position = new Vector3(0,0,0);
});
If you need more info feel free to ask !
Thank you for your help
Yes I’ve tried both, I tried with Webgpu first and I tried with WebGL2 when It didn’t work with the first one, and I don’t have any error with webGL2 for the same asset…
Thanks for your reply! That’s what I thought, but I was hoping to find a way around the problem by automatically resizing the textures, but it might be too complicated to set up…
Hi @Evgeni_Popov , did you hear back about this? We were curious to see a few Frame features broken when we test out webgpu because of this texture size limitation!
In the current version of Canary, it seems they now report the maximum texture size of your GPU: I get 16k for me (which is the same size reported by WebGL2), whereas it is 8k in Chrome retail. I don’t know when it will come to Chrome retail, though (probably a few weeks)…
Something else is making a particular texture be entirely black for me but it’s not a resolution problem. I even clamped it to < 1k and it’s still black so something else is going on. Digging in more to try to find out why.