Skip to content

It seems that in the ​​WebGPU Renderer​​, the mesh's transformation matrix isn't being correctly uploaded to the GPU #31064

New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Open
jellychen opened this issue May 8, 2025 · 3 comments
Labels

Comments

@jellychen
Copy link

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.

Image

Image

Reproduction steps

empty

Code

empty

Live example

empty

Screenshots

No response

Version

175

Device

No response

Browser

No response

OS

No response

@jellychen
Copy link
Author

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.

@Mugen87 Mugen87 added the WebGPU label May 9, 2025
@Spiri0
Copy link
Contributor

Spiri0 commented May 10, 2025

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.

@jellychen
Copy link
Author

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.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Projects
None yet
Development

No branches or pull requests

3 participants