WebGLBackend: Fix depth formats. #30422
Merged
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Related issue: #30387
Description
This was found by @cabanier in #30387 (comment) 🎉 . The WebGL 2 backend of
WebGPURenderer
did not use the correct internal format when using depth textures withUnsignedIntType
. Instead ofgl.DEPTH24_STENCIL8
, it should begl.DEPTH_COMPONENT24
.Besides, the PR adds the missing support for
THREE.UnsignedShortType
.