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@harryhjsh harryhjsh commented Aug 18, 2025

Related issue: #31672

Description

Allow per-view culling for XR content on WebGLRenderer by backporting Renderer changes from #30830.

Allow ArrayCamera to dictate whether it should be frustum-culled per-camera, or based on its own projection matrix, with perCameraCulling. This allows XR devices with 2 views to continue using the combined projection matrix of those views for culling in a single pass in both renderers, as they did prior to #30830.

More discussion in #31672.

Add FrustumArray usage to WebGLRenderer

Previously, per-camera was the default in Renderer
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github-actions bot commented Aug 18, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 338.91
79.1
339.07
79.15
+162 B
+48 B
WebGPU 575.53
158.8
575.54
158.82
+12 B
+15 B
WebGPU Nodes 574.14
158.56
574.15
158.57
+12 B
+15 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 470.7
113.91
472.45
114.15
+1.74 kB
+246 B
WebGPU 646.58
174.86
646.62
174.88
+37 B
+23 B
WebGPU Nodes 600.76
164.04
600.8
164.06
+37 B
+20 B

@harryhjsh harryhjsh force-pushed the webxr-frustum-culling branch from 4525ad5 to e09503c Compare August 18, 2025 17:35
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