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Skinning Shaders: Remove need skinning texture size uniform by using textureSize function #27117
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📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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This is actually not true. I have also forgot this but skinning did work with WebGL 1 when With this PR, skinning support for WebGL 1 was completely stopped. A user complains now in the forum: https://discourse.threejs.org/t/r159-use-skinning-webgl1-error/58872 WebGL 1 support should be stopped with |
The thing is I've seen devs already migrating their custom skinning code to the new version (#27291), so reverting would produce even more confusion. It's a bit unfortunate but I think it's best if we stick to this change and just mentioned in the migration guide that skinning does not work anymore with WebGL 1. |
Sorry this was my mistake - I'd forgotten that WebGL 1 could support those features.
I think I agree with this. |
@arpu Out of curiosity: What are doing in your project when we stop WebGL 1 support in |
@Mugen87 the idea was to remove support for ios 14 ( webgl1) with r163 and switch to the new webgpu/webgl2 renderer |
…y using textureSize function (mrdoob#27117)" This reverts commit 3e0f80f.
…y using textureSize function (mrdoob#27117)" This reverts commit 3e0f80f.
…y using textureSize function (mrdoob#27117)" This reverts commit 3e0f80f.
Related issue: --
Description
Similar to what's used in batching - use the
textureSize
function to get the texture size, instead. WebGL2 only but Skinning already requires webgl 2.