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三。js drawImage从多视图画布WebGLRenderer到多画布

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My problem is that I want to have only 1 WebGLRenderer, but have many camera views that can be placed in many unique canvases. In the example below I have 9 views that are in 1 canvas, each with unique cameras, scenes, and meshes which are then drawn onto their own canvases using the ctx.drawImage method. This method works, but drawImage is far too slow to even get 10 fps let alone the 60+ fps that is desired.My problem is that I want to have only 1 WebGLR




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