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It is currently only compatible with WebGLRenderer.
I still have to study how WebGPURenderer works, but I think many things will be done differently.
For example, frustum culling without BVH will be performed on GPU instead of CPU.
I would be happy if someone experienced would like to contribute.
It is currently only compatible with WebGLRenderer.
I still have to study how WebGPURenderer works, but I think many things will be done differently. For example, frustum culling without BVH will be performed on GPU instead of CPU.
I would be happy if someone experienced would like to contribute.
Thanks! If we only consider make it compatible with WebGPURenderer , it will not cost too much time. But If we want optimize it with some features of WebGPU, I think some modules need refactor.
do not modify the shader using Material.onBeforeCompile. We have to use an alternative method to be able to read instanceId from a texture.
don't use GLInstancedBufferAttribute and figure out how to modify an attribute inside onBeforeRender. I had to use GLInstancedBufferAttribute because otherwise the attribute update would run the next frame, causing incorrect frustum culling.
It seems that if the renderer is WebGPURenderer, it doesn't work.
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