Hello,
I am trying to recreate a post processed three.js scene in a self hosted project similar to this example: Three.js: Postprocessing - Unreal Bloom | 8th Wall Playground | 8th Wall , where I render a three.js scene on top of the camera feed while only affecting the three.js scene with the post processing pass. It wonβt render the camera feed in the background and I believe my issue is the combining of the two, especially creating the camera texture. The example uses scene3.renderer.copyFramebufferToTexture
, but I believe the input for this function has changed in newer three.js versions.
I receive the following error:
WebGL: INVALID_VALUE: Offset overflows texture dimensions.
I guess I also donβt quite understand how the camera texture is supposed to be accessed / what exactly is supposed to be copied to the texture, since it also uses XR8.GlTextureRenderer.pipelineModule()
to draw the camera texture in the background.
If anyone has a better insight into how this example works or has achieved a similar result with other means in a new three.js I would greatly appreciate it. Adding post processing to three.js in this way would be a really cool feature to have available.
Best,
Jason