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Skeleton updated outside of frustum #25914

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ashconnell opened this issue Apr 24, 2023 · 1 comment · Fixed by #25937
Closed

Skeleton updated outside of frustum #25914

ashconnell opened this issue Apr 24, 2023 · 1 comment · Fixed by #25937

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@ashconnell
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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

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Code

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Live example

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Version

0.150.1

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@Mugen87
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Mugen87 commented Apr 24, 2023

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?

A PR would be highly appreciated! 😇

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