fix(MeshTransmissionMaterial): support stencil buffer in render targets#2748
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Why
MeshTransmissionMaterialsamples its refraction from an offscreen buffer that it fills by re-rendering the scene every frame into an FBO created withuseFBO. That render target is created without a stencil attachment, so any stencil-based masking (useMask/<Mask>) is silently ignored during the transmission pass - masked-out geometry that's correctly hidden in the main render still leaks through the transmissive surface. This makesMeshTransmissionMaterialincompatible with stencil masks, with no way to opt in.This PR adds an optional
stencilBufferprop to enable a stencil attachment on the internal buffer(s), so masks are respected inside the refraction.meshPhysicalMaterial(works as expected)gl={{ stencil: true }})What
stencilBuffer?: booleanprop toMeshTransmissionMaterial.useFBOsettings for both the main buffer (fboMain) and the backside buffer (fboBack), so masking works in both backside and non-backside modes.useFBO's argument overloading so the setting is applied whether or not a numeric resolution is provided (when resolution is omitted, settings must be passed as the first argument, otherwise the third argument is dropped).falsepreserves the current behavior exactly - this is fully backward compatible and opt-in.Usage:
<MeshTransmissionMaterial stencilBuffer transmission={1} />Screenshots
stencilBuffer={true})Checklist