Re-enable blur-cube-with-the-effect-renderer validation test#1763
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bkaradzic-microsoft wants to merge 1 commit into
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Re-enable blur-cube-with-the-effect-renderer validation test#1763bkaradzic-microsoft wants to merge 1 commit into
bkaradzic-microsoft wants to merge 1 commit into
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Pull request overview
Re-enables the blur-cube-with-the-effect-renderer Playground validation test by removing its excludeFromAutomaticTesting entry, allowing it to run in the automated native validation suite.
Changes:
- Removed
excludeFromAutomaticTestingand associatedreasonforblur-cube-with-the-effect-rendererin the Playground validation catalog.
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| "title": "blur-cube-with-the-effect-renderer", | ||
| "playgroundId": "#4C900K#2", | ||
| "renderCount": 20, | ||
| "excludeFromAutomaticTesting": true, | ||
| "reason": "Pixel comparison fails (more than 20% pixels differ)", | ||
| "referenceImage": "blur-cube-with-the-effect-renderer.png" | ||
| }, |
This EffectRenderer fullscreen-pass test rendered all-black on Native because the native engine did not honor depth-test toggles made through engine.depthCullingState.depthTest (used by EffectRenderer). Fixed upstream in the native engine (BabylonJS/Babylon.js#18558); re-enable the test here. Depends on a babylonjs dependency bump that includes the fix. Co-authored-by: Copilot <223556219+Copilot@users.noreply.github.com>
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What
Re-enables the
blur-cube-with-the-effect-rendererPlayground validation test (#4C900K#2) by dropping itsexcludeFromAutomaticTestingentry inconfig.json.Split out of #1748 so it isn't blocked behind the texture-loader rework that PR is being re-scoped to.
Why it passes now
The test previously failed pixel comparison because the native engine ignored
depthCullingState.depthTest. That is fixed upstream by BabylonJS/Babylon.js#18558 ("[Native] Honor depthCullingState.depthTest on the native engine"), which has merged to Babylon.jsmaster.Gating
This re-enable is correct once the bundled
babylonjscontains #18558 — i.e. after a@babylonjs/corerelease that includes it and a Babylon Native pin bump. Until then the test still pixel-fails against the older bundled engine, so this should land alongside / after that bump.