Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

WebGPU Example: Skinning Points #22695

Merged
merged 1 commit into from
Oct 19, 2021
Merged

Conversation

sunag
Copy link
Collaborator

@sunag sunag commented Oct 15, 2021

@sunag
Copy link
Collaborator Author

sunag commented Oct 15, 2021

Usage:

skinnedMesh.visible = false;

const materialPoints = new Nodes.PointsNodeMaterial();
materialPoints.colorNode = new Nodes.ColorNode();
materialPoints.positionNode = new Nodes.SkinningNode( skinnedMesh );

const pointCloud = new THREE.Points( skinnedMesh.geometry, materialPoints );
scene.add( pointCloud );

@wizgrav wizgrav mentioned this pull request Oct 15, 2021
@Mugen87 Mugen87 added this to the r134 milestone Oct 19, 2021
@Mugen87 Mugen87 merged commit a865d2e into mrdoob:dev Oct 19, 2021
@sunag sunag deleted the dev-skinning-points branch October 19, 2021 18:18
@mrdoob
Copy link
Owner

mrdoob commented Oct 20, 2021

materialPoints.positionNode = new Nodes.SkinningNode( skinnedMesh );

Is this something that will be able to be hidden in a future THREE.PointsMaterial?
It's kind of similar to the skinning: true that we removed recently...

@sunag
Copy link
Collaborator Author

sunag commented Oct 20, 2021

Hmm... for me, ok.
I like of this example that show how NodeMaterial can be flexible.
I have don't tested it, but should be work in THREE.Lines too.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants