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@unconed@mstdn.io

Post #1835225

2025-11-12 15:05 UTC

@tojiro Have you done any additional work on WebXR + WebGPU? In particular was wondering about: - depth24plus as the depth format ... I use depth32float with reverse Z everywhere. The guidelines suggest the depth buffer should be accurate for the given projection matrix, so is reverse Z off the table? - having to create new texture views, view descriptors, color attachments for every single frame seems terrible from a GC point of view? I usually manage all these statically.

Replies (1)

  • @tojiro@mastodon.social 2025-11-13 01:24

    @unconed@mstdn.io I haven't been able to give it much attention since getting the basics running behind a flag, unfortunately. To your questions: Reverse Z should work, pass a larger number to the renderState's depthNear than depthFar (which is explicitly allowed by the spec) https://immersive-web.github.io/webxr/#dom-xrrenderstate-depthnear

    Open ##3053889