THREE.JS / FOUNDATIONS 32
The screen has neighborhoods.
This compatibility study follows the official TiledLighting design: point lights are culled into 2D screen tiles by a compute pass, then each fragment evaluates only its tile's small working set.
- active path
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- backend
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- point lights
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- tile grid
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- per-tile cap
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- light data rows
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- shadow path
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- draw calls
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- triangles
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Initializing
WebGPU preferred
Preparing a 2D tiled light list…
Click a shape to inspect nearby point lights.
Drag to orbit · click a shape · press R to reset
Compare 3D clustered lighting
Tiled lighting error
LAB 32 / TILED LIGHTING STUDY