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WebGLShadowMap: Simplify morph targets check. #18989

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merged 3 commits into from
Apr 6, 2020
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Mugen87
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@Mugen87 Mugen87 commented Mar 28, 2020

The updateMorphTargets() methods of Mesh and Points only support BufferGeometry since a while now. Hence, I think it's okay to remove some legacy code in WebGLShadowMap.

@Mugen87 Mugen87 added this to the r116 milestone Mar 31, 2020
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mrdoob commented Apr 3, 2020

Just double checking...
This removes support for Geometry with morph targets in WebGLShadowMap, right?

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Mugen87 commented Apr 3, 2020

Exactly.

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mrdoob commented Apr 6, 2020

Hmm... Oh! Is it because there is no way a Geometry can reach here because by this point we have already converted it to BufferGeometry?

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Mugen87 commented Apr 6, 2020

Is it because there is no way a Geometry can reach here because by this point we have already converted it to BufferGeometry?

Up to now, WebGLShadowMap always used the geometry object from object.geometry (which could be of type THREE.Geometry).

However, now that you have mentioned it....it's actually not hard to use the converted instance of BufferGeometry which should make the PR more robust! Please check out the last commit. The code is now definitely more correct than before 👍

@mrdoob mrdoob merged commit e2364f2 into mrdoob:dev Apr 6, 2020
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mrdoob commented Apr 6, 2020

Thanks!

@Mugen87 Mugen87 changed the title WebGLShadowMap: Stop support of Geometry when using morph targets. WebGLShadowMap: Simplify morph target check. Apr 6, 2020
@Mugen87 Mugen87 changed the title WebGLShadowMap: Simplify morph target check. WebGLShadowMap: Simplify morph targets check. Apr 6, 2020
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