in three js have Occlusion Culling ?!
look like this.
in three js have Occlusion Culling ?!
look like this.
THREE performs by default frustum culling like in the first image, but no standard for occlusion culling yet - you can add it yourself if you know how to deal with the bare WebGL api, it’s a WebGL 2 feature though without a WebGL 1 fallback.
Related PR at GitHub:
So is this integrated into Threejs now? I followed the link for the example, but where in the world is the code that makes the example work?
They just closed the pull request, for now WebGL2 Occlusion queries will be available only for WebGPURenderer
Respective demo: three.js webgpu - occlusion
This is immensely satisfying!