[Fix] Gaussian splatting GPU picker exclude inactive parts#18090
[Fix] Gaussian splatting GPU picker exclude inactive parts#18090spsDrop wants to merge 3 commits intoBabylonJS:masterfrom
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…and non-pickable parts
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| varying float vPartIndex; | ||
| #if IS_COMPOUND | ||
| uniform vec3 partPickingColors[${this._maxPartCount}]; | ||
| uniform float partActive[${this._maxPartCount}]; |
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You can group both uniform in a single vec4. Some devices have a very limited number of possible uniforms. Also, this will need to be updated for worst case scenario :
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Or, is it possible to merge usage of partActive and partVisibility and have a single uniform for both?
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WebGL2 visualization test reporter: |
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Visualization tests for WebGPU |
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Visualization tests for WebGPU |
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@spsDrop I'm testing this PG : https://playground.babylonjs.com/?snapshot=refs/pull/18090/merge#3LNCE6#36 and I can't pick any GS. Am I missing something? |
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@CedricGuillemet Looks like I had committed a version with the wrong shader code. It's fixed now I also caught a bug where non-compound meshes wouldn't be excluded based on visibility or isPickable, and fixed it. |
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CedricGuillemet
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LGTM! PG works fine
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Visualization tests for WebGPU |
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@spsDrop ready to merge if you're done. |
Gaussian splatting GPU picker compound meshes hide non-visible and non-pickable parts