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GS ratio #15113
GS ratio #15113
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://babylonsnapshots.z22.web.core.windows.net/refs/pull/15113/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/15113/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/15113/merge#BCU1XR#0 |
WebGL2 visualization test reporter: |
Visually I don't see any difference. VR works in this one as well, so I am ok with this PR, but what is the change? |
Let's wait for CrashMaster to test the fix. I'm not sure about the fix. Maybe shader transpilation and undefined behavior. |
Visualization tests for WebGPU (Experimental) |
Sorry, correction - this brings back the VR issue. It is essentially a rollback to the original behvior It seems like this is a ratio issue. maybe as a temp solution until we can fully debug this, we can have two modes, one for rig cameras, one for standard behavior? |
I think a change needs to happen here : Babylon.js/packages/dev/core/src/Materials/GaussianSplatting/gaussianSplattingMaterial.ts Line 214 in 17ad523
I guess, in case of VR, getRenderWidth is the size of both views and it should not. A quick check with VR is to divide the width by 2 and see how it goes. Can you do the test @RaananW ? |
I did try that previously, and it didn't work. But let me check again to be sure |
Just pushed a change. Once built it will be great if everyone can check it. It changes the viewport's width (and viewport's only) when rendered in a rig camera. Seems to be fine in VR and on desktop |
Tested by forum users and seems all good !!! |
follow up https://forum.babylonjs.com/t/gaussian-splatting-looks-bad-with-custom-aspect-ratio/50629/3
regression with #15104