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feat(demo): three.js yard drawn as Meshes, a BatchedMesh and InstancedMeshes - #217
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…dMeshes The same parts on WebGPURenderer in three draw modes, switchable at run time, with fps, draw calls and render time reported once a second. It shows what batching saves on a scene that would otherwise issue one draw, bind group and uniform upload per part.
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tools/demo/canvas-three/examples/webgpu_batched_mesh.ts: the same yard of parts onWebGPURendererin three draw modes, switchable at run time, reporting fps, per-frame draw calls and median render time once a second. Registered in the three demo list aswebgpu_batched_mesh, which cycles the modes every 10 s and logs the stats.Same scene on the Linux build (Intel, frames driven by a timer so fps is CPU-bound), median
renderer.render()time:BatchedMesh still issues one draw per visible part on WebGPU (three has no multi-draw there), but with no bind group, pipeline or uniform upload between them, so the per-part cost is the draw call alone.