Occlusion culling

How to apply Occlusion culling into Object3d load from file glTF? ( version r89)

Maybe this will be helpful.

Thank you for your review. But I using threex.rendererstats library for tracking WebGLRenderer and Render call don’t change when I move the camera to other position. I want to draw objects that can be see on the screen and hide objects that are not visible on the screen. (Example in unity : https://docs.unity3d.com/Manual/OcclusionCulling.html)

You could show your project, so other users can take a look at it :wink:

I’ve read it before I posted my previous message :slight_smile:

Could you share with me a example in Threejs using Occlusion culling? (Example in WebGL; https://tsherif.github.io/webgl2examples/occlusion.html)
I using https://gltf-viewer.donmccurdy.com/ to load file glTF 2.0

I just want to highlight that the linked stackoverflow thread has actually nothing to do with real occlusion culling. The thread refers to sorted render lists which should minimize state changes of the renderer and avoid overdraw.

We recently had a small discussion about occlusion culling here: https://github.com/mrdoob/three.js/issues/12382

AFAIK, there is currently no official example for occlusion culling with three.js.

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I had the same issue. I had some other idea to overcome this issue. May be this question would be helpfull.

Backface culling and occlusion culling are two different things. You should not mix up these techniques.

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I’m actually targeting to extract info for both these cases

Occlusion culling is only possible with WebGL2 and queries

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Is there any clear doc to how we can use and how usefull is Occlusion culling Mr ?