cginternals / cginternals/webgl-operate
Refine logic to determine internal texture format for shadow pass
- Dominant language
- TypeScript
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- 170
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Description
It seems as if 32-bit float textures are not considered filterable in WebGL 2 [1].
The necessary extension for those textures does not change that, either [2].
With this in mind, we should redesign the algorithm to determine bitness, number of channels and specific internal format, and filtering method for the shadow map of a shadow pass.
Possible combinations seems to be:
* RED with R8 and linear filtering
* RED with R8 and nearest filtering
* RG with RG8 and linear filtering
* RG with RG8 and nearest filtering
* RGBA with RGBA8 and nearest filtering
Sources:
[1] https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/texImage2D)
[2] https://developer.mozilla.org/en-US/docs/Web/API/OES_texture_float
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