[WebGPU] Occlusion query with 2 cameras

Actually, occlusion queries are unsupported for multiple cameras: we can only have a single occlusion query running for a given mesh (the isOccluded property is not per-camera).

It happens that WebGL uses the first camera (but depending on GPU timings, it could be another one) and WebGPU the last one (or at least not necessarily the first one).

I created a PR to make it consistent, and all engines will now use the first camera for the occlusion query:

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