Addons: Remove PackedPhongMaterial
.
#29382
Merged
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Related issue: #29295
Description
This PR removes
PackedPhongMaterial
which was originally added as a part ofGeometryCompressionUtils
.The utils module itself is retained but no material modification happens anymore so if developers decide to compress their geometry data with
GeometryCompressionUtils
, they have to implement the decompression in the shader by themselves.As an alternative to
GeometryCompressionUtils
, developers should consider a glTF based workflow with tools likemeshoptimizer
to optimized their assets (see https://threejs.org/examples/webgl_loader_gltf_compressed). If geometry data require a special decompression in the shader, things like ray casting or bounding volume computation won't work on the JS side (unless the engine is modified).The decompression in the shader stage is something that we can achieve easier with TSL in the future so this is one more reasons to keep
GeometryCompressionUtils
around.