使用 copyTextureToTexture可以将多个渲染结果copy到一个纹理上吗?
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for (var i = 0; i < 6; ++i) { const renderPassDescriptor = { colorAttachments: [ { view: renderView, clearValue: { r: 0, g: 0, b: 0, a: 1.0 }, loadOp: "clear", storeOp: "store", }, ], depthStencilAttachment: { view: depthView, depthClearValue: 1.0, depthLoadOp: "clear", depthStoreOp: "store", }, }; const passEncoder = commandEncoder.beginRenderPass(renderPassDescriptor); passEncoder.setPipeline(pipeline); passEncoder.setVertexBuffer(0, positionBuffer); passEncoder.setIndexBuffer(indicesBuffer, "uint32"); passEncoder.setBindGroup(0, vertexBindGroup); passEncoder.setBindGroup(1, fragmentBindGroup); passEncoder.drawIndexed(indices.length, 1, 0, 0); passEncoder.end(); commandEncoder.copyTextureToTexture( { texture: renderTexture, }, { texture: cubeMap, origin: [0, 0, i], }, [1024, 1024] ); }
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@zhoubin10 不确定你的代码是否正确,但可以使用
for
循环进行copyTextureToTexture
这种的操作,将多个贴图进行混合,确实可以用作生成mipmap
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@shuangliu 请问有没有相关的案例?
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