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WebGPURenderer: BatchMesh support for Instanced rendering with sorting, frustum culling #28753

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cleanup
RenaudRohlinger committed Jun 27, 2024

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commit 540e476e610bf84ed935cfa436625ddb9d0106a3
4 changes: 2 additions & 2 deletions examples/jsm/renderers/webgl/WebGLBackend.js
Original file line number Diff line number Diff line change
@@ -718,7 +718,7 @@ class WebGLBackend extends Backend {

for ( let i = 0; i < drawCount; i ++ ) {

// TODO: manually update isolated uniform drawId
// TODO: @Sunag how to manually update isolated uniform drawId
// drawId.value = i;
renderer.renderInstances( starts[ i ] / bytesPerElement, counts[ i ], instanceCount[ i ] );

@@ -744,7 +744,7 @@ class WebGLBackend extends Backend {

for ( let i = 0; i < drawCount; i ++ ) {

// TODO: manually update isolated uniform drawId
// TODO: @Sunag how to manually update isolated uniform drawId
// drawId.value = i;
renderer.render( starts[ i ] / bytesPerElement, counts[ i ] );

2 changes: 1 addition & 1 deletion examples/jsm/renderers/webgpu/WebGPUBackend.js
Original file line number Diff line number Diff line change
@@ -939,7 +939,7 @@ class WebGPUBackend extends Backend {

for ( let i = 0; i < drawCount; i ++ ) {

// TODO: properly manually bind isolated uniform drawId
// TODO: @Sunag how to manually update isolated uniform drawId
// drawId.value = i;

passEncoderGPU.drawIndexed( counts[ i ], instanceCount[ i ], starts[ i ] / bytesPerElement, 0, 0 );