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Expose 'attributes' and 'geometries' from WebGLRenderer #16401
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Would it be very inconvenient for you to populate data to the |
The geometry is animated at 30 FPS, which is updated on the GPU with WebGL transform feedback. Directly populating the Pretty much we have an existing WebGL component that can interface with a native WebGL application: the application gives us their buffer handles, we populate them on each tick with the animated geometry. We're hoping to build a THREE.js integration now to let users build more rich experiences with THREE.js and our volumetric video content. |
Wouldn't exposing |
Well I found that I need to call:
To get the attributes initialized, otherwise all the |
That looks pretty good. Index buffers are just another |
I think so.
That would be good to know 👍 . |
OK I grabbed raub's fork and modified my code to use It would be nice if the
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That's true. @mrdoob Do you think it's worth to add |
I just wanted to chip in and say this feature is exactly what I need :) We stream geometry in chunks and doing the roundtrip through |
Nice 👍 What's the status of this feature overall, are there plans for #13196 to make it into a release anytime soon? |
If I add these two lines to WebGLRenderer.initGLContext
Then I can do this to grab the underlying WebGL vertex and index buffers for my BufferGeometry and populate them from external WebGL code.
Is this a change you guys would consider taking? This is with the goal of getting volumetric video content playing inside of THREE.js scenes.
Thanks!
Evan
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