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WebGLRenderTarget not found when using with WebGPU #759
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Sorry for the bug label, perhaps it should've been a question label on hindsight! |
Hello!
The fundamental issue here is that you're swapping out the three imports with a different file that doesn't include the imports the project expects. Is there a reason you're replacing "three" with "three/webgpu" rather than just importing "three/webgpu" in your project where you're using the WebGPURenderer, which is how it's defined in the three.js package.json? The problematic file is only used by a plugin in the project and is otherwise unused so it should be removed by tree shaking / dead code removal on build, anyway. |
This sounds like more a three.js issue. If end user projects are required to override import settings for a build then something isn't set up right in the library. I recommend following mrdoob/three.js#29156 since it sounds like there's some work happening to help overcome these issues. |
Okay, that indeed sounds like an interesting thread! Thanks! |
Describe the bug
Whenever we want to run our project with Vite using WebGPU build of threejs it errors because of 1 file in this project:
TextureReadUtility.js
. We have a dirty workaround by adding a post install script that deletes the content of the file, but doesn't look very sustainable to me 😅error
workaround
Would there be a proper check that can be added here to avoid the error?
To Reproduce
Steps to reproduce the behavior:
resolve.alias
in threejsPlatform:
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