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Fixed by changing my C# script: private delegate string ReadData(); private ReadData dataReader; #if UNITY_WEBGL && !UNITY_EDITOR [System.Runtime.InteropServices.DllImport("__Internal")] private static extern string ReadFromDom(); #else public TextAsset testData; private string ReadTestData() { return testData.text; } #endif void Awake() { ...


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I solved this with some help from Nathan Reed in the comments of this SO answer. The blend function glBlendFunc(GL_ONE, GL_ONE) is purely additive, and because addition is commutative, order doesn't matter. However, what does matter is to establish depth in the z-buffer through an opaque pass before doing any blending. My solution was to simply disable ...


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Yes,you are right. If your program needs any buffer texture to draw result(like light accumulation buffer in light pre-pass rendering),you needs to care about order of objects in scene. Because texture can store only one pixel for a fragment. It means texture can't store any data behind of an object when the texture store the data of most nearest(of course ...


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I don't think it's possible to specify a source pitch for the buffer in CPU memory like you could with a lower level API. However, you can specify an offset into your pixels using a DataView, so you could upload a 1000x100 portion of the texture that way.



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