BatchedMesh: Add support for wireframe materials#32948
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Mugen87 merged 5 commits intomrdoob:devfrom Feb 4, 2026
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Owner
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Nice! I actually hit this issue while working on the Quake port. |
Collaborator
Mugen87
reviewed
Feb 4, 2026
Collaborator
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In let bytesPerElement = index === null ? 1 : index.array.BYTES_PER_ELEMENT;
if ( material.wireframe ) {
bytesPerElement = object.geometry.attributes.position.count > 65535 ? 4 : 2;
}outside below for loop and then use three.js/src/renderers/webgpu/WebGPUBackend.js Lines 1599 to 1616 in 04961be |
…ffer length to calculate buffer size
Mugen87
approved these changes
Feb 4, 2026
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Nice work ! |
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Fix #32939
Description
The BatchedMesh multidraw starts and counts need to align with the internally-created index buffer for line primitives, which will be 2x the length of those for triangles (3 lines per tri). Because the renderer will create a uint16 or uint32 buffer based on some internal calculations we have to try to make some of the same assumptions, which feels a little messy but I can't see a more clean way to handle it.