i have tons of batched and instanced mesh and im analzying my game using spector.js and im seeing alof of framebuffer, one per each of batchedd or instanced mesh im using , is that normal behavior? none of the draw have texture attached but by the image they seems to be the position of the mesh that are on the scene that only appears in the viewport after frustum , what is happening, does this always happes becuae i startign to use spector.js recently and i didnt notice it
These look like shadow maps to me. You might see a lot of buffers for 3 reasons:
- excessive and poorly aliased post processing
- animation (might be outdated by now, but bone weights used to be transferred to the GPU as textures)
- shadows
I would guess shadows personally, it’s very easy to add a bunch of lights and turn on shadows on all of them without realising.
yes those were i disable all but i still those thign appears but now they are empty, why they are still being generated?
Are you using MeshPhysicalMaterial ?
