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Rendering Engine: Fix blending when blending parameters per target are not supported #17053
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Please make sure to label your PR with "bug", "new feature" or "breaking change" label(s). |
Snapshot stored with reference name: Test environment: To test a playground add it to the URL, for example: https://snapshots-cvgtc2eugrd3cgfd.z01.azurefd.net/refs/pull/17053/merge/index.html#WGZLGJ#4600 Links to test babylon tools with this snapshot: https://playground.babylonjs.com/?snapshot=refs/pull/17053/merge To test the snapshot in the playground with a playground ID add it after the snapshot query string: https://playground.babylonjs.com/?snapshot=refs/pull/17053/merge#BCU1XR#0 |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU |
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Is there a way to prevent adding more conditions in alphaState ? it sounds like separate blending is adding cost to the simple blend which is used 99.9% of the time. I wonder how we could support both without extra perf impact
I refactored the code to have a single additional check. |
WebGL2 visualization test reporter: |
Visualization tests for WebGPU |
See https://forum.babylonjs.com/t/possible-incompatibility-between-order-independent-transparency-and-transparent-gridmaterial/60163/12