BlackMojito Posted December 12, 2017 Share Posted December 12, 2017 Hi All, As we know that with WebGL1.0, MSAA won't work if we do any post processing stuff. We must use FXAA instead. However FXAA can lead to jaggy edges, In WebGL 2.0, multisample render buffer is supported. So my question is whether it is supported now in Babylon? If not do we have plan to support it in the near future? Thanks JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 12, 2017 Share Posted December 12, 2017 Yes it is supported (for postprocesses or RTTs) https://www.babylonjs-playground.com/#8IVY6Z#1 documentation: http://doc.babylonjs.com/features/webgl2#multisample-render-targets Quote Link to comment Share on other sites More sharing options...
BitOfGold Posted December 12, 2017 Share Posted December 12, 2017 Why this does not work on chrome? Is this related to that webgl 2 problem with Chrome 63? (In Chrome BABYLON stays in webgl 1, in Firefox webgl 2) Chrome Version 63.0.3239.84 (Official Build) (64-bit) engine._glVersion = "WebGL 1.0 (OpenGL ES 2.0 Chromium)" Firefox Quantum 57.0.2 engine._glVersion = "WebGL 2.0" But! All webgl 2 examples work in Chrome 63 like picogl https://tsherif.github.io/picogl.js/ or webgl 2 samples http://webglsamples.org/WebGL2Samples/#fbo_multisample Is this some kind of detection error? Babylon is compiled from latest preview branch. Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted December 12, 2017 Share Posted December 12, 2017 @BitOfGold Deltakosh disabled webGL 2 in the latest babylon version(preview) on chrome 63 because of the bug. i bet the demos use a version from before it was disabled. If you use the stable 3.0 it is enabled, https://www.babylonjs-playground.com/indexstable#8IVY6Z#1 Edit; WebGL 2.0 is enabled again in chrome 63. JackFalcon 1 Quote Link to comment Share on other sites More sharing options...
BitOfGold Posted December 12, 2017 Share Posted December 12, 2017 @aWeirdo OK thanks! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 12, 2017 Share Posted December 12, 2017 Good news is that we delayed the release a bit to better handle chrome bug. We will keep webgl2 enabled aWeirdo and JackFalcon 2 Quote Link to comment Share on other sites More sharing options...
PeapBoy Posted December 13, 2017 Share Posted December 13, 2017 Hello guys, I just faced the chrome 63 bug and I saw this thread... Do you have any thread or github issue about it ? Do you already know how to handle it without disabling WebGL 2 ? Thanks, sorry for feeding a solved topic. Quote Link to comment Share on other sites More sharing options...
BitOfGold Posted December 13, 2017 Share Posted December 13, 2017 I am doing this little hack now, before new BABYLON.Engine(...) : this disables the disabling of webgl 2 on Chrome 63 BABYLON.Engine.WebGL2ExceptionList = []; PeapBoy 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 13, 2017 Share Posted December 13, 2017 The latest version does not turn webgl2 off anymore. We are just turning off uniform buffers (Which is completely transparent for users) Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted December 14, 2017 Author Share Posted December 14, 2017 15 hours ago, Deltakosh said: The latest version does not turn webgl2 off anymore. We are just turning off uniform buffers (Which is completely transparent for users) Hi Deltakosh, It seems that the multisample render target is broken when the format is not unsigned byte. https://www.babylonjs-playground.com/indexstable#8IVY6Z#2 Below is the error message in chrome. [.Offscreen-For-WebGL-0x7fdce8166c00]GL ERROR :GL_INVALID_OPERATION : glBlitFramebufferCHROMIUM: src and dst formats differ for color. I am using babylon 3.1.1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 15, 2017 Share Posted December 15, 2017 good catch, I'll have a look asap Capture here:https://github.com/BabylonJS/Babylon.js/issues/3398 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 27, 2017 Share Posted December 27, 2017 Fixed! Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted January 2, 2018 Author Share Posted January 2, 2018 On 12/28/2017 at 12:42 AM, Deltakosh said: Fixed! Cool! BTW when will it be available? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 2, 2018 Share Posted January 2, 2018 It is already the case (in 3.2) Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted January 3, 2018 Author Share Posted January 3, 2018 7 hours ago, Deltakosh said: It is already the case (in 3.2) Hum...https://www.babylonjs-playground.com/index.html#8IVY6Z#3 It seems that it still does not work in 3.2.0-alpha1 though. Maybe in a latter release? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted January 3, 2018 Share Posted January 3, 2018 Sorry! Will be fixed in a couple of hours Quote Link to comment Share on other sites More sharing options...
BlackMojito Posted January 4, 2018 Author Share Posted January 4, 2018 7 hours ago, Deltakosh said: Sorry! Will be fixed in a couple of hours Thanks you Big Boss! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.