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webgpu
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Description
When drawing meshes with a 0..0 instance range, ogpu crashes due to metal validation layers emitting an error. From my understanding on the WebGPU spec, this should be allowed and indeed works correctly on Vulkan and DX12.
Error
-[MTLDebugRenderCommandEncoder validateCommonDrawErrors:instanceCount:baseInstance:maxVertexID:]:5161: failed assertion `Draw Errors Valida
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Right now the compute rasterizer only supports a simple list of triangles. It would be a good exercise to add support for an index buffer to support more complex models without using too much memory. You'll need to:
- Create another buffer, similar to the vertex buffer, that holds indices into the vertex buffer, and send that to the compute shader
- Change how many times the compute dispatches
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See forum post: https://forum.babylonjs.com/t/babylon-editor-export-texture-scaling/12723/26
Reproducible via playground: https://playground.babylonjs.com/#DHZKGW#7
Currently when we export specularGlossiness PBRMaterials via
_GLTFMaterialExporter._convertSpecularGlossinessTexturesToMetallicRoughnessAsyncWe combine albedo + glossiness textures into Base64 texture string, stripping all