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It seems that in the WebGPU Renderer, the mesh's transformation matrix isn't being correctly uploaded to the GPU, whereas everything works perfectly fine in WebGL.
I'm working on a 3D software with a transformation component that exhibits strange behavior when its position changes. This component belongs to a Group containing multiple Meshes, and sometimes certain child Meshes don't update their positions correctly when the Group moves. I suspect the issue might be related to the matrix not being properly written to the GPU buffer, as this happens with noticeable frequency. However, the same code has never shown this problem in the WebGL renderer. The codebase is quite large, and I'm struggling to identify the minimal code snippet that could reproduce this issue.
Reproduction steps
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Code
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Live example
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Version
175
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The text was updated successfully, but these errors were encountered:
During this transformation process, the camera neither rotates nor changes its parameters. However, when I rotate the camera, this error gets immediately corrected on its own.
An interesting phenomenon that I'd like to investigate further if you could provide an example code for it.
I work a lot with the WebGPURenderer, and at the low-level API, it works very cleanly and robustly. Most problems arise at the high-level API.
I have very large WebGPU apps, and they run smoothly. Therefore, it's difficult for me to think of possible examples where this could occur. I'm happy to help but please understand that I don't have time to search for the cause without a code example.
An interesting phenomenon that I'd like to investigate further if you could provide an example code for it. I work a lot with the WebGPURenderer, and at the low-level API, it works very cleanly and robustly. Most problems arise at the high-level API. I have very large WebGPU apps, and they run smoothly. Therefore, it's difficult for me to think of possible examples where this could occur. I'm happy to help but please understand that I don't have time to search for the cause without a code example.
My code is a bit large, and it is not easy to give a reproducible example. The problems with my components are when there is a new mesh inserted or removed.
Description
It seems that in the WebGPU Renderer, the mesh's transformation matrix isn't being correctly uploaded to the GPU, whereas everything works perfectly fine in WebGL.
I'm working on a 3D software with a transformation component that exhibits strange behavior when its position changes. This component belongs to a Group containing multiple Meshes, and sometimes certain child Meshes don't update their positions correctly when the Group moves. I suspect the issue might be related to the matrix not being properly written to the GPU buffer, as this happens with noticeable frequency. However, the same code has never shown this problem in the WebGL renderer. The codebase is quite large, and I'm struggling to identify the minimal code snippet that could reproduce this issue.
Reproduction steps
empty
Code
empty
Live example
empty
Screenshots
No response
Version
175
Device
No response
Browser
No response
OS
No response
The text was updated successfully, but these errors were encountered: