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depth is always zero from three 134->135 #341

Answered by vanruesc
alexpineda asked this question in Q&A
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I'm wondering if anyone knows what changed in three from this version.

I haven't investigated this yet, but depth texture support might be broken when multisample anti-aliasing is enabled (via multisampling). The reason for this could be that texture management was changed to use gl.texStorage2D() in three r135 due to issues with SRGB8_ALPHA8.

My fog texture happens to be LuminanceFormat. Is there some other single byte format I should be using?

You can use RedFormat if you're using WebGL 2. Otherwise, just stick to RGBAFormat because three recently removed support for RGBFormat.

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@vanruesc
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