Merged
Conversation
Contributor
|
Generally seems fine. It's worth noting that this effectively undoes one of the memory optimizations we put in place earlier in #438. Let's move forward and keep an eye on the Safari results for warning signs that this created a regression. |
Contributor
|
It's also worth mentioning that calling |
cdata
approved these changes
Jul 11, 2019
cdata
pushed a commit
that referenced
this pull request
Jul 12, 2019
elalish
added a commit
that referenced
this pull request
Jul 22, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * addressing feedback * Remove accidental render target disposal
elalish
added a commit
that referenced
this pull request
Aug 6, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * removed android sauce test
elalish
added a commit
that referenced
this pull request
Aug 13, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
cdata
pushed a commit
that referenced
this pull request
Aug 13, 2019
* removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing #565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
elalish
added a commit
to elalish/model-viewer
that referenced
this pull request
Feb 4, 2020
Remove experimental-pmrem flag (google#591) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * addressing feedback * Remove accidental render target disposal
elalish
added a commit
to elalish/model-viewer
that referenced
this pull request
Feb 4, 2020
New PMREM (google#684) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * removed android sauce test
elalish
added a commit
to elalish/model-viewer
that referenced
this pull request
Feb 4, 2020
Blur skybox (google#695) * removed pmrem attribute * removed pmrem attribute from non-code files * default environment map now uses PMREM * fixed tests * using PMREM for all cases, fixing google#565 * increasing sauce timeout to 3min * target caching works * removed extraneous cache, cleaned up generation * added LDR and HDR environment tests * updated goldens * Reuse renderer in tests (google#668) * Refactor envmap / skybox generation * default stage light to zero, removed hemisphere light (google#674) * added new PMREMGenerator * modified MeshStandardShader to show it can work * Switch environment generation from HalfFloat to RGBE (google#670) * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * target caching works * removed extraneous cache, cleaned up generation * Reuse renderer in tests * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * generated environment map now RGBM16 * switched RGBM16 to RGBE * started gaussianBlur * gaussianBlur compiles * gaussian blur functional * gaussianBlur properly parameterized * switched cubeGenerators * reuse renderer in TextureUtils-spec * addressing feedback * fixed IE11 shader bug * added envmap chunk * updated three's shaders * fixed shaders * shaders compile * fixed all WebGL errors * PMREMGenerator now takes any encoding of input texture * fixed several shader bugs * fixed mipmap generation * fixed maxLod * PMREM mostly working * recreate intermediate targets * fixed mipmap level selection * minor cleanup * addressing feedback * refactored PMREM * cleanup * dispose of temp materials * removed envMap hack * blurring skybox * HDR skyboxes are now interpolated * reduced skybox resolution to match input * minor cleanup * fixed skybox metadata * reduced cubemapSize, cleanup * updated all environments to 1k * re-enable Android tests * Revert "re-enable Android tests" This reverts commit f743b26. * addressing feedback * Gaussian blur returns a new target
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Still working on getting our tests to pass. All those Safari warnings about too many WebGL contexts made me dig in a little. I found this thread pixijs/pixijs#2233 (comment) which says that Three's renderer.dispose() method only simulates a context being destroyed and there's no guarantee the browsers actually clean up at that point. Everyone seems to think the best answer to create a renderer (and therefore a context) once, and always reuse it. We were doing that everywhere except our tests, so I've updated them, and even on Chrome they run markedly faster. We still create and (try to) destroy a few in tests that don't involve an element. I'm not sure if it's worth it to try and make those share a renderer too.