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WebGLRenderTarget and scene.background has tonemapping issues #29096
Comments
thanks for the context @hybridherbst this at least explains what is going on. |
I'm not sure it was ever discussed before but maybe it would be a solution for The colored plane mesh would be pushed at the very beginning of the opaque render list and writes no depth. In this way, subsequent render items shouldn't be affected. Does somebody see an obvious flaw compared to There is also a related issue with fog: #26857 (comment) At least with |
Rendering a full screen quad is usually slower than gl.clear() on tiled GPUs (so, mobile), this would probably reduce framerate. |
I wonder if the performance degradation would actually be noticeable as a lower frame rate. This is something that should be tested if the approach is given a try. |
Description
produces a white background, i don't think three applies tm here
but the same thing on a fbo (mapped to a mesh-material) produces a gray background, presumably because threejs then tonemapps the result
in this image you have the rendertarget in the middle, with a white scene.background just like the rest of the scene, but it appears gray, not white.
tonemapping with envmap background is fine
tonemapping with a background white plane instead of scene.background is fine
Live example
Screenshots
No response
Version
r0.167.0
Device
Desktop
Browser
Chrome
OS
MacOS
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