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environment.images.push(newgltfImage(luts.lut_sheen_E_file,GL.TEXTURE_2D,0,undefined,undefined,ImageMimeType.PNG));constsheenELut=newgltfTexture(lutSamplerIdx,[imageIdx++],GL.TEXTURE_2D);sheenELut.initialized=true;// iblsampler has already initialized the textureenvironment.textures.push(sheenELut);
Possible Solution:
Setting sheenELut.initialized = false instead, I can see that the texture is now loaded properly in RenderDoc:
And we now see a non-zero sample in the debugger:
With this fix applied, we see a very slight change in the appearance of materials using KHR_materials_sheen. Here are some side-by-side comparisons, ranging from most obvious to least:
The text was updated successfully, but these errors were encountered:
I was examining the sample viewer's output in RenderDoc and noticed that the Sheen E LUT texture is just a single 1x1 black pixel:
The expected texture is included in the glTF-Sample-Renderer repo under assets/images/lut_sheen_E.png and looks like this:
The texture is sampled by the fragment shader in the
albedoSheenScalingLUT
function:source/Renderer/shaders/material_info.glsl:431
And examining the disassembled version of this line in RenderDoc's debugger we can see the sampled value (
r0.z
) is 0.00:The texture is supposed to be initialized here:
source/ResourceLoader/resource_loader.js:379:
Possible Solution:
Setting
sheenELut.initialized = false
instead, I can see that the texture is now loaded properly in RenderDoc:And we now see a non-zero sample in the debugger:
With this fix applied, we see a very slight change in the appearance of materials using KHR_materials_sheen. Here are some side-by-side comparisons, ranging from most obvious to least:
The text was updated successfully, but these errors were encountered: