In three js have Occlusion Culling?

in three js have Occlusion Culling ?!

look like this.
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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:

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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?

@Three65


It looks like it hasn’t been merged yet…

They just closed the pull request, for now WebGL2 Occlusion queries will be available only for WebGPURenderer

Respective demo: three.js webgpu - occlusion

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This is immensely satisfying!

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