Makio64

Results 103 comments of Makio64

Seems to work! I now got a value between 2 and -1 ( rarely ) ``` await this.renderer.renderAsync( this.scene, this.camera ) // await necessary else negative value output this.renderer.resolveTimestampsAsync( TimestampQuery.RENDER...

> Hmm, these limitations seem like something developers will have to battle with and we'll have to explain every time... From my experience transmission and good performance in real production...

@about-daniel Yes, when i wrote that it was more performant. The main reason I think its because you have more control on the render target (render of whole scene) use...

Hi guys, Here a use case for `deleteInstance` / `updateGeometry` I'm facing : I'm currently using BatchedMesh to create new rooms in a dungeon game. My BatchedMesh is about 200...

so weird, but also so usefull!

> https://threejs.org/examples/?q=batch#webgpu_mesh_batch On my M3 Pro Max I dont crash at 20k instance on safari but im at 1fps.. when 120fps on chrome on the same machine @RenaudRohlinger @mwyrzykowski

@juliangarnier sorry i didnt see this one was still open, in the end it was due to a css transition properties set on my item.

Oh I though : `await renderer.computeAsync(veryHeavyComputeProgram) // is waiting gpu task to finish` `renderer.computeAsync(veryHeavyComputeProgram) // is not waiting gpu task to finish` I suggest a more direct name : `waitGPUCompleted`

@RenaudRohlinger waitForGPUCompletion is cool ! reading your message I also thought about waitForGPUWorkDone to be closer from webgpu api

Happy new year everyone ! @donmccurdy From user perspective as you said it's such an exciting feature but `ColorSpace` change was an hard one ( and still involve extra code/debug...