sunag
sunag
| **Example** | **Available** | **Notes** | |----------------------------------------------|----------------|-----------| | webgl_animation_keyframes | ✅ | Fixed https://github.com/mrdoob/three.js/pull/29959 | | webgl_animation_skinning_blending | ✅ | | | webgl_animation_skinning_additive_blending | ✅ | | | webgl_animation_skinning_ik...
@cmhhelgeson Could you remove test file, console.log() and revert the builds files?
> To retain the current behaviour where changing 'alphaToCoverage' results in a material rebuild, I have added boolean properties to the RenderObject.getMaterialCacheKey(), I don't know if this is the correct...
It's necessary set the PBO using like: ```js const array = instancedArray( 1000, 'vec3' ).setPBO( true ); ``` I will leave the issue open until we improve the checks and...
@Fennec-hub Oh, thank you for your words :) @LastPhoen1x I noticed this problem earlier but didn't realize it was an `attributeArray`, which makes a lot of sense, i will fix...
I also think the cache management should take care of this.
I'm working on a `NodeHandler` to handle this with this kind of replacement, I think `renderer.applyOcclusion()` should be replaced with something more targeted at replacement at render time.
> How can I do that? I'm developing this new feature. Have you tried replacing for testes your code `renderer.xr.applyOcclusion()` with? ```js scene.traverse( ( object ) => { if (...
> Isn't that expected? Or are you saying that the current code disappears all objects? Yes, works as expected, just answering the previous question about: masknode only works for some...
this doesn't seem to be a problem with the maskNode input as tests have shown, but if it is we can fix it.