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From Don McCurdy's blog:
By default, three.js decompresses images and uploads them to the GPU the first time the image is rendered in the scene. To upload the image sooner, use WebGLRenderer's .initTexture() method. Using ImageBitmapLoader can take the decompression step off the main thread, reducing dropped frames somewhat.
Context
From Don McCurdy's blog:
By default, three.js decompresses images and uploads them to the GPU the first time the image is rendered in the scene. To upload the image sooner, use WebGLRenderer's .initTexture() method. Using ImageBitmapLoader can take the decompression step off the main thread, reducing dropped frames somewhat.
Preload textures around currently loaded tiles when queue is empty (https://threejs.org/docs/?q=renderer#api/en/renderers/WebGLRenderer.initTexture et https://threejs.org/docs/?q=imagebit#api/en/loaders/ImageBitmapLoader)
Description of the proposal
Texture fetching and loading to the GPU could be improved by:
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