Michael Herzog

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I'm curious about your PR 🤓. This can also be fixed when multiple `WebGPUUniformsGroup` objects share a single `bufferGPU`. The render and material system just have to inject an existing...

Ah okay, I only focus on WebGPU in this topic^^.

If this works, it's a good start! Fell free to file the PR 👍 I'd like to find out if it is possible to further optimize the renderer and material...

@DavidPeicho In context of WebGL, we have to solve #21117 first.

The idea is to apply the pattern from the following WebGPU example to `WebGLRenderer`. https://threejs.org/examples/webgpu_instance_uniform However, this requires a deeper integration of the node material into `WebGLRenderer` so it's possible...

`WebGPURenderer` uses a node system by default. However, we can not include the entire node system in the main build of `three.js` so we have to find another way for...

Unfortunately, you can't use `Material.onBeforeRender()` to update per-object uniforms. Although both spheres use `Material.onBeforeRender()` as intended, they share the same opacity value depending on the render order. https://jsfiddle.net/03xm49dp/ `Material.onBeforeRender()` was...

UBOs could be useful for this scenario. #21558 introduced a new API called `UniformsGroup` that enables such a feature.

@FarazzShaikh There is no support for it, yet.

I've recently studied the PR in more detail and the transform feedback API in general. First of all many thanks to @fernandojsg for filing this PR since it was a...