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.initRenderTarget missing in WebGPURenderer #29898
Comments
It appears |
I'm not sure I understand the use case of Unlike |
@Mugen87 I got the habbit to initialized all textures before using them and I though I should do the same for RT. |
I'm afraid this isn't correct since the purpose of
Please demonstrate with a live example the performance issue with uninitialized render targets. To be clear, unlike Right now, I do not see enough arguments to add |
Thanks @Mugen87 ! Should i use I will try to make an example next weekend on it. |
No, it does create a texture. I'm interested in the overhead that you encounter in your use case which is caused by pure memory allocation.
I'm not sure how this method affects the actual allocation of GPU objects when used with render target textures. Even if something like |
Closing. We can reopen the issue when a performance issue with framebuffer creation can be demonstrated. |
Description
The initRenderTarget is missing in the WebGPURenderer
https://threejs.org/docs/#api/en/renderers/WebGLRenderer.initRenderTarget
Solution
implement it
Alternatives
Maybe there is another way in webgpu to init it before using it i'm not aware of it.
Additional context
No response
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