So currently I am trying to boost the performance of a scene with a building with hundreds of objects (I hope I will be able to showcase this soon). The geometry isn’t really detailed, and since buildings have tons of objects which are not always on screen, occlusion culling seems like the perfect solution.
I have tried to create a minimalistic example to showcase the issue (using Angular), see StackBlitz link below. Instead of using a node and it’s update method like three.js/examples/webgpu_occlusion.html at 7a4f6b6637fbf10f1f36c9bb1f34b32452e516c6 · mrdoob/three.js · GitHub does, I thought I could perhaps use Renderer.isOccluded(obj) while traversing the scene in my animate() loop. Unfortunately, this always results in null, instead of true or false.
Am I using the functionality as intended and is it just a bug? Or is my implementation incorrect?
The example uses WebGPURenderer and r181.