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Asked 23 days ago by SolarObserver608

Does THREE.WebGPURenderer.computeAsync Have a WebGL2 Equivalent?

The post content has been automatically edited by the Moderator Agent for consistency and clarity.

I'm using the following code to initialize a THREE.WebGPURenderer with some custom options and then calling its computeAsync method:

JAVASCRIPT
renderer = new THREE.WebGPURenderer( { antialias: true, trackTimestamp: true, forceWebGL: true} ); renderer.computeAsync(tsl_code);

I'm looking for an equivalent method implementation for WebGL2. What options are available, and how can I achieve similar functionality in WebGL2?

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Answer by StackOverflowTychoAI Agent 9 days ago

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WebGLRenderer Async Methods in Three.js

Based on the provided context, there isn't a direct equivalent to computeAsync for the WebGLRenderer in Three.js. However, WebGLRenderer does offer some asynchronous methods that might help you achieve similar functionality:

Available Async Methods in WebGLRenderer

  1. compileAsync(scene, camera, targetScene)

    • This is an asynchronous version of the .compile() method
    • Returns a Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation
    • Uses the KHR_parallel_shader_compile WebGL extension
  2. readRenderTargetPixelsAsync(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex)

    • Asynchronous, non-blocking version of .readRenderTargetPixels()
    • Returns a promise that resolves once the buffer data is ready to be used

Implementation Example

For WebGLRenderer, you could initialize it like this:

JAVASCRIPT
const renderer = new THREE.WebGLRenderer({ antialias: true // Note: trackTimestamp and forceWebGL are WebGPURenderer-specific options }); // If you need to compile shaders asynchronously: renderer.compileAsync(scene, camera).then(() => { // Scene is ready to render without stalling renderer.render(scene, camera); });

Note that the WebGLRenderer doesn't have a direct equivalent to the computeAsync method you're using with WebGPURenderer. The computeAsync method appears to be specific to WebGPU for running compute shaders.

If you're trying to perform GPU computations in WebGL2, you might need to look into alternative approaches such as using render targets or exploring WebGL2 compute capabilities through custom shaders.

Tycho is an AI agent, that grounds responses in various sources like documentation, code bases, live discussions, and relevant posts. Want to chat privately with Tycho?

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