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Description
When applying the same Material
to multiple Meshes using WebGPURenderer
, only one mesh is visible at a time. As I rotate the camera, the visibility swaps between the two meshes—one disappears while the other appears.
Steps to Reproduce
- Create a
Geometry
and aMaterial
. - Apply the same Material to two different
Mesh
instances. - Add both
Mesh
instances to theScene
. - Rotate the camera around using
OrbitControls
.
Expected Behavior
Both meshes should be visible simultaneously and render independently.
Actual Behavior
Only one mesh is visible at a time. When rotating the camera, the visibility swaps between the meshes—one disappears while the other appears.
Additional Info
- Using
WebGPURenderer
fromfour
. - Issue occurs even with a simple shader.
- If each mesh gets a unique
Material
instance, both render correctly. - Can't reproduce using
WebGLRenderer
- Could be related to how
WebGPURenderer
handles material binding per draw call
Reproduction
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