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I tested moving this inside of the frustum check and saw a large performance increase for scenes with a lot of skinned meshes with no noticable issues.
Does anyone know if this is intentionally left out of the frustum check?
And would you accept a PR to improve this if there are no side effects?
Reproduction steps
N/A
Code
N/A
Live example
N/A
Screenshots
No response
Version
0.150.1
Device
No response
Browser
No response
OS
No response
The text was updated successfully, but these errors were encountered:
Updating the skeleton only when the skinned mesh is inside the view frustum sounds like a good idea. The method only updates the bones texture which isn't required when the object isn't rendered at all.
And would you accept a PR to improve this if there are no side effects?
Description
In WebGLRenderer.projectObject(), SkinnedMesh is left out of the frustum check directly below it.
I tested moving this inside of the frustum check and saw a large performance increase for scenes with a lot of skinned meshes with no noticable issues.
Does anyone know if this is intentionally left out of the frustum check?
And would you accept a PR to improve this if there are no side effects?
Reproduction steps
N/A
Code
N/A
Live example
N/A
Screenshots
No response
Version
0.150.1
Device
No response
Browser
No response
OS
No response
The text was updated successfully, but these errors were encountered: