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Differences between RenderPass.depth and DepthPass #330
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That is correct; it's a limitation of three's override material system. The The You can enable the override material workaround which was primarily created to support skinned and instanced meshes. It supports the Trying to handle all possible values of built-in materials, not to mention custom shaders, is not feasible. The best solution is to use MRT instead, but it's a change that needs to happen in |
Hey ! Sorry for the super long delay. I could indeed adjust granularity of depth using available options I will therefore close this issue. But is there any other differences? On the internal structure or something else? I tried to replace |
@vanruesc Are there any updates on this? I ran into an issue when using |
@iuriiiurevich Progress has been made but #419 skipped over a lot of details that I need to figure out as I go. There will be a big commit in the next few days to establish the baseline for v7. |
Hi, Im not sure this is a bug, but as I didn't find any information in documentation or in existing issues, I create one.
Description of the bug
DepthPass
doesn't produce the same results asRenderPass+DepthSavePass
.DepthPass
seems to ignore :material.depthWrite=false
,material.side
,material.alpha|material.alphaTest
To Reproduce
Compare the results of both https://codesandbox.io/s/depthpass-vs-renderpass-depthsavepass-5bos0
Toggle
DepthPass>>Show/Hide
from the gui to compare both depthExpected behavior
Should'nt both ways produce the same results ?
Screenshots
RenderPass
Depth( from RenderPass )
Depth( from DepthPass )
Library versions used
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