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
I can unfortunately not think of any easy ways. @bghgary and @Evgeni_Popov might have some clever tricks ?
This only happens for WebGPU but not WebGL2?
It’s only on WebGPU maybe I have to setup something special when I init the WebGPU Engine or when I import my glb file…
Sorry, just to be clear, if you switch to WebGL2 then it works correctly using the same asset?
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…
Ok, let’s see if @Evgeni_Popov has any ideas.
It’s the current limit for max texture size…
I have asked in the Matrix channel if there is some plan to provide the true limit supported by the GPU, but I got no answer so far.
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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…