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Extra drawCalls after bundleGroup.needsUpdate #30676

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Makio64 opened this issue Mar 7, 2025 · 1 comment
Open

Extra drawCalls after bundleGroup.needsUpdate #30676

Makio64 opened this issue Mar 7, 2025 · 1 comment
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@Makio64
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Makio64 commented Mar 7, 2025

Description

I notice an extra number of drawCalls after renderBundle.needsUpdate

Reproduction steps

  1. check the console on this example : https://jsfiddle.net/cdzm0pLq/20/

Code

    let group = new THREE.BundleGroup()
    // mesh
    setInterval(()=>{
    // material
    const material = new THREE.MeshBasicMaterial( {
        color: new THREE.Color(THREE.MathUtils.randInt(0,0xffffff)), 
        side: THREE.DoubleSide,
    } );
          mesh = new THREE.Mesh( geometry, material );
          mesh.position.set(
            THREE.MathUtils.randFloat(-5,5),
            THREE.MathUtils.randFloat(-5,5),
            THREE.MathUtils.randFloat(-5,5)
          )
          group.add( mesh )
      group.needsUpdate = true
    }, 500)
    scene.add( group );
    
}

function animate() {

    renderer.render( scene, camera );
    console.log(renderer.info.render.drawCalls)

}

Live example

https://jsfiddle.net/cdzm0pLq/20/

Screenshots

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Version

r174 dev

Device

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Browser

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OS

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@Mugen87 Mugen87 added the WebGPU label Mar 7, 2025
@Makio64
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Makio64 commented Mar 12, 2025

@RenaudRohlinger I'm new to the concept of the RenderBundle, do you think its the normal behavior here ?

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