Hello,
Problem
Sparkjs currently fails when trying to use three.js WebGPURenderer with webgl fallback enabled.
Question
Are there plans for supporting three.js WebGPURenderer with forceWebGL enabled?
For example with new WebGPURenderer({ forceWebGL: true, }) - so I'm not asking about full webgpu support right now (altough I'd be interested in plans for it as well)
Errors
Uncaught (in promise) TypeError: Invalid value used as weak map key
at WeakMap.set (<anonymous>)
at WebGLBackend.get (Backend.js:764:14)
at WebGLTextureUtils.copyTextureToBuffer (WebGLTextureUtils.js:1225:57)
at WebGLBackend.copyTextureToBuffer (WebGLBackend.js:1425:28)
at WebGPURenderer.readRenderTargetPixelsAsync (Renderer.js:3065:23)
at _SparkRenderer.readbackDepth (SparkRenderer.ts:1702:32)
at _SparkRenderer.driveSort (SparkRenderer.ts:1012:16)
at async _SparkRenderer.updateInternal (SparkRenderer.ts:965:5)
THREE.NodeBuilder: Material "RawShaderMaterial" is not compatible
| error | @ | utils.js:321
| prebuild | @ | NodeBuilder.js:3153
| build | @ | NodeBuilder.js:3176
| getForRender | @ | NodeManager.js:268
| getNodeBuilderState | @ | RenderObject.js:403
| getMonitor | @ | RenderObject.js:414
| needsRefresh | @ | NodeManager.js:1011
| _renderObjectDirect | @ | Renderer.js:3710
| renderObject | @ | Renderer.js:3634
| _renderObjects | @ | Renderer.js:3322
| _renderScene | @ | Renderer.js:1754
| render | @ | Renderer.js:1370
| render | @ | Pass.js:168
| generate | @ | SplatAccumulator.ts:424
| (anonymous) | @ | SplatAccumulator.ts:575
| updateInternal | @ | SparkRenderer.ts:938
| onBeforeRender | @ | SparkRenderer.ts:814
| renderObject | @ | Renderer.js:3558
| _renderObjects | @ | Renderer.js:3322
| _renderTransparents | @ | Renderer.js:3300
| _renderScene | @ | Renderer.js:1755
| render | @ | Renderer.js:1370
Hello,
Problem
Sparkjs currently fails when trying to use three.js WebGPURenderer with webgl fallback enabled.
Question
Are there plans for supporting three.js WebGPURenderer with forceWebGL enabled?
For example with
new WebGPURenderer({ forceWebGL: true, })- so I'm not asking about full webgpu support right now (altough I'd be interested in plans for it as well)Errors