that is not same?
that is not same?
The default setting should by design not change the look of the scene.
Could you repro the issue with a simpler scene e.g. not custom meshes or shaders so that it might be easier to find it ?
this happen when we add one post process
But the code size to troubleshoot is perfect
compare it with this
that #14 is sharpen
This is totally normal as render target do not have msaa by default and you are using a post process. In webgl2 you can increase num samples on the pipeline to enable msaa on the render target.
yes with what default numbers
4 looks usually good enough
var pipeline = new BABYLON.DefaultRenderingPipeline(
“default”, // The name of the pipeline
false, // Do you want HDR textures ?
scene, // The scene instance
[ ] // The list of cameras to be attached to
pipeline.samples = 4;
is it you mean ?
and is their a way my postprocess don’t use render target
Yup it is what i mean and it should work in chrome i ll take a look if there is a bug.
There is no way to do post process without render target you always need to render to a texture before the canvas as you can not read and write on the same texture.
we dont have any access to render result buffer in webgl?
thanks where i can check the bug states?
We do with render target as they wrap a target render texture. This is why post processes are relying on them. I do need to check first if it is really a bug and I ll come back to you shortly. I should be able to check in a couple of hours.
I can see that you are trying to mix default rendering pipeline and custom post process running the pipeline.
You should enable MSAA on the first post process only which means yours: postProcess.samples = 4;
It is then unnecessary to put it on the pipeline. Only the first texture with geometry should have it set.
And then it all works: https://www.babylonjs-playground.com/#DAC1WM#18
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