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RFC: WebGPU Occlusion queries #26335
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cade3f6
add support for meshPhongNodeMaterial
ed14fe4
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
abb30d3
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
1fab8ca
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
9e61a6b
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
bbad5d6
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
9ca480d
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
8452115
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
978e837
Merge branch 'dev' of https://github.com/aardgoose/three.js into dev
17d017e
WIP occlusion query WebGPU
134a63e
bass query count to backend
c5d3976
add new example
4753e76
minor cleanup/changes
ce68d4f
cleanup draw conditions - more readable
a1980cd
add dummy screenshot and remove import
e0af93d
drop references to objects
1a71332
fix issue with multi pass renders.
841c3cc
address @sunag's recommendation
a814ec6
add puppeteer exception
cbe95f0
Merge branch 'dev' of https://github.com/mrdoob/three.js into occlusion
a0101d1
Merge branch 'dev' into pr/26335
sunag 8efed5d
Renderer.isOccluded()
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Is this the correct condition?
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Because I think
endOcclusionQuery
is also called in the draw method?There was a problem hiding this comment.
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This should catch the case when the last queried object being rendered is the last draw call in the pass. In the draw call. The end is inserted when a new object is seen, to allow handling of multiple draw calls per object (array cameras etc). Otherwise the endOcclusionQuery call could be at the end of the draw method.
According to the docs you can't use a querySet index in multiple beginOcclusionQuery( index ) calls in the same pass, otherwise you could just have repeated begin/end pairs around each draw() call.