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WebGLTextures: Increase default precision for depth buffers with WebGL 2. #26764

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Sep 16, 2023
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Binary file modified examples/screenshots/webgl2_multisampled_renderbuffers.jpg
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2 changes: 1 addition & 1 deletion src/renderers/webgl/WebGLTextures.js
Original file line number Diff line number Diff line change
Expand Up @@ -1403,7 +1403,7 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,

if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

let glInternalFormat = _gl.DEPTH_COMPONENT16;
let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;

if ( isMultisample || useMultisampledRTT( renderTarget ) ) {

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1 change: 1 addition & 0 deletions test/e2e/puppeteer.js
Original file line number Diff line number Diff line change
Expand Up @@ -99,6 +99,7 @@ const exceptionList = [
'webgl_test_memory2',
'webgl_tiled_forward',
'webgl2_volume_instancing',
'webgl2_multisampled_renderbuffers',
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'webgl_points_dynamic',

// TODO: implement determinism for setTimeout and setInterval
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