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Description
Description
Currently, BundleGroup in WebGPURenderer allows combining static meshes into a RenderBundle to improve performance. However, judging by the code and examples, using InstancedMesh inside BundleGroup is not documented and not work correctly.
Solution
From a technical perspective, WebGPU RenderBundles support drawInstanced and drawIndexedInstanced calls, so instancing is fully compatible with the bundle mechanism. This could provide a significant performance boost in scenes that use thousands of instances of the same type (for example, when clustering geometry with LOD).
Alternatives
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Additional context
No response