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Fix for webgl reflection probes #45465
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Thanks for opening a pull request! If you have spare time, it might be worth checking whether this should also be fixed in GLES3 (WebGL 2.0). |
No problem. I will check/test reflection probes in GLES3.0/WebGL 2.0 as well. For right now I am trying to figure out what I did to make clang-format angry... |
Looking into the code a little deeper, it appears that the issue is actually with a few calls to textures should use |
ah. this makes a lot of sense. is depth_buffer_internalformat correctly set to GL_DEPTH_COMPONENT16 when running in WebGL 1.0 context? |
@WeaselShoppe Yep :) godot/drivers/gles2/rasterizer_storage_gles2.cpp Lines 5987 to 5994 in 7595228
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Awesome. Should I just revise this PR by reverting back to 3.2 HEAD, and fixing the calls to glRenderbufferStorage? (after testing on my devices of course). |
Yes please :) |
Looks good. You are going to need to squash your commits now so that it is just a single commit. How to do so is explained here https://docs.godotengine.org/en/stable/community/contributing/pr_workflow.html |
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Looks great now! Thank you and good job!
No problem. Thanks for all the help/guidance! |
Thanks! And congrats for your first merged Godot contribution 🎉 |
Render buffer storage was being configured with wrong format on WebGL leading to reflection probes failing.
Fix #38571