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[p5.js 2.0 Bug Report]: WebGPU: antialias controls don't quite work like in WebGL #8482

@davepagurek

Description

@davepagurek

Most appropriate sub-area of p5.js?

  • Accessibility
  • Color
  • Core/Environment/Rendering
  • Data
  • DOM
  • Events
  • Image
  • IO
  • Math
  • Typography
  • Utilities
  • WebGL
  • Build process
  • Unit testing
  • Internationalization
  • Friendly errors
  • Other (specify if possible)

p5.js version

Latest dev-2.0 build

Web browser and version

Chrome

Operating system

All

Steps to reproduce this

In WebGPU, we now only draw to a main framebuffer when it's necessary -- e.g. for a filter shader or when reading back/saving pixels. Currently, the main framebuffer is antialiased but the main canvas is not, so that we aren't unnecessarily double-antialiasing when we draw it to the main canvas at the end of a frame. However, if we are drawing directly to the main canvas before that, those drawn shapes will not be antialiased. Also, I don't believe setAttributes works yet in WebGPU, which in WebGL is how you can decide whether the main canvas should be antialiased or not.

So the task here would be:

  • Support setAttributes({ antialias: true }) (or false)
  • If antialiasing is enabled, antialias the main canvas only when drawing directly to it, and not when drawing the main framebuffer back to it

Note that this is a quite complex system to jump into, so while this is open for contribution, this is not a great first issue if you're just getting started.

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