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Add Trilinear Filtering to Octahedral Maps #7126

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merged 4 commits into from Oct 10, 2018
Merged

Add Trilinear Filtering to Octahedral Maps #7126

merged 4 commits into from Oct 10, 2018

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OmarShehata
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@bagnell the good news is the octahedral specular map in WebGL 1 and the original cube map in WebGL 2 now look identical* !

* Identical for lower mips, small differences in higher mips.

I noticed the Z axis was reversed in the projection. And I also need to swap the positiveY with the negativeY faces when constructing the cube maps, I'm not sure why exactly (but I updated the gallery/Hello World example to reflect that).

Finally, I added trilinear filtering. Note that it they do look identical even without the trilinear filtering, but without it any values in between the current ones in the sphere will pop/be discrete as opposed to be a gradual change.

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Thanks for the pull request @OmarShehata!

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}
else
{
coord.x *= (textureSize.y / textureSize.x);
}

return texture2D(projectedMap, coord).rgb;
// Do bilinear filtering
vec3 color1 = texture2D(projectedMap, coord + vec2(0.0, pixel.y)).rgb;
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This should only happen if the OES_texture_float_linear extension isn't available. Do you have that extension available?

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I do have that extension available. Should it just return return texture2D(projectedMap, coord).rgb; in that case?

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Yes. You can disable it for testing in Context.js. Comment out the line that requests that extension.

@OmarShehata
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@bagnell Just added the check to only do bilinear filtering if OES_texture_float_linear is not available. Should be good now, and our octahedral WebGL 1 reflections look almost indistinguishable from WebGL 2 cube maps with mips!

@bagnell bagnell merged commit 06080ba into CesiumGS:ibl Oct 10, 2018
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3 participants