Please advise: I changed from InstancedMesh
to BatchMesh
. Now the RawShaderMaterial
texture atlas has imploded into origin (0,0)
. Otherwise the app is the same. Is the answer obvious? Is this a good candidate to update to TSL WebGPU with a glsl node (i.e.
<mat4>
and <vec3>
but i’m naive)?
Further information: I know the mesh is there because the raycast log hits the HTML element (and I see in the minimap). I even see the texture animation flashing on interaction… but it is stretched like a black hole in lightspeed.
Why: I want BatchMesh
for culling and ease of use. I could swap in geometry for element-specific quirks: round corners and form-controlz.
(1) original element (2) origin (3) texture active (4) event dispatch (5) texture atlas