fix: improve ceiling handle feedback and WebGPU placeholders

This commit is contained in:
Aymeric Rabot
2026-06-09 14:49:42 -04:00
parent 8ce26154d9
commit 265acdb2be
11 changed files with 661 additions and 55 deletions
@@ -13,13 +13,17 @@ import { BufferGeometry, Float32BufferAttribute } from 'three'
* (count 0) makes three.js create no GPU buffer for it, so vertex buffer slot 0
* is never bound and WebGPU rejects the draw with "Vertex buffer slot 0 … was
* not set", which poisons the whole command encoder (cascading into "Invalid
* CommandBuffer" on every queue submit). Three real vertices give it a bound
* buffer; the `groupCount` count-0 groups keep nothing drawn while matching the
* mesh's material-array length so raycasts / BVH never index past the materials.
* CommandBuffer" on every queue submit). The zero normals and UVs keep lit
* node-material pipelines from compiling additional required-but-unbound
* vertex buffers. Three real vertices give it bound buffers; the `groupCount`
* count-0 groups keep nothing drawn while matching the mesh's material-array
* length so raycasts / BVH never index past the materials.
*/
export function createPlaceholderGeometry(groupCount = 0): BufferGeometry {
const geometry = new BufferGeometry()
geometry.setAttribute('position', new Float32BufferAttribute(new Float32Array(9), 3))
geometry.setAttribute('normal', new Float32BufferAttribute(new Float32Array(9), 3))
geometry.setAttribute('uv', new Float32BufferAttribute(new Float32Array(6), 2))
for (let group = 0; group < groupCount; group++) {
geometry.addGroup(0, 0, group)
}