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@@ -636,6 +636,7 @@ class XRManager extends EventDispatcher { | |
} ); | ||
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this._xrRenderTarget.hasExternalTextures = true; | ||
this._xrRenderTarget.needsDepthTexture = glBinding.usesDepthValues; | ||
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Mugen87
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} else { | ||
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@@ -39,6 +39,14 @@ class XRRenderTarget extends RenderTarget { | |
*/ | ||
this.hasExternalTextures = false; | ||
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/** | ||
* Whether the system compositor needs depth textures. | ||
* | ||
* @type {Boolean} | ||
* @default true | ||
*/ | ||
this.needsDepthTexture = true; | ||
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Mugen87
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/** | ||
* Whether a depth buffer should automatically be allocated | ||
* for this XR render target or not. | ||
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Why does the skip require MSAA? Can't we do that for the non-MSAA code path as well?