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WebGPURenderer: respect the renderer.shadowMap.enabled
property
#29492
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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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@@ -233,6 +233,8 @@ class Nodes extends DataMap { | |||
if ( environmentNode ) values.push( environmentNode.getCacheKey() ); | |||
if ( fogNode ) values.push( fogNode.getCacheKey() ); | |||
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values.push( this.renderer.shadowMap.enabled ? 1 : 0 ); |
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I just changed it to integer to follow the pattern of the others hashes, but we can consider adding booleans to the hashArray
in the future.
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Now , I changed renderer.shadowMap.enabled and renderer.shadowMap.type property, The scene not refresh scene shadow, I need changed light castShadow then scene can refresh shadow, I think it is not good, and it is a bug, I think the previous one was better。
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I use is webglRender
BatchedMesh: add `deleteInstance()` (mrdoob#29449) * BatchedMesh: add `deleteInstance()` * BatchedMesh: prioritize reusing freed instance ids when adding instance Update Three.js r169 Lensflare: Add WebGPU version. (mrdoob#29451) * lensflare example * fix depth * remove forceWebGL * rename * fix typo * follow original code * Update LensflareMesh.js --------- Co-authored-by: aardgoose <[email protected]> Co-authored-by: Michael Herzog <[email protected]> Examples: Update lensflare colors. (mrdoob#29458) WebGLRenderer: add reverse-z via EXT_clip_control (mrdoob#29445) * WebGLRenderer: add reverse-z via EXT_clip_control * WebGLRenderer: move conversion methods to utils Updated builds. Docs: Improve `WebGLRenderer` page. (mrdoob#29459) WebGLProgram: add USE_REVERSEDEPTHBUF define (mrdoob#29461) CylinderGeometry: Don't add degenerate triangles (mrdoob#29460) * CylinderGeometry: Don't add degenerate triangles * Change comparison RenderObject: Introduce `getGeometryCacheKey()` (mrdoob#29465) * RenderObject: Added `getGeometryCacheKey()` * NodeMaterialObserver: Improve skinnedmesh and morph supports * cleanup Update actions/setup-node digest to 0a44ba7 (mrdoob#29466) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update github/codeql-action digest to 294a9d9 (mrdoob#29467) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Update devDependencies (non-major) (mrdoob#29468) Co-authored-by: renovate[bot] <29139614+renovate[bot]@users.noreply.github.com> Updated builds. CurveModifierGPU: WebGPURenderer port. (mrdoob#29453) * curve mod * lint * update screenshot * use correct constant * use filtered texture --------- Co-authored-by: aardgoose <[email protected]> Examples: Clean up. (mrdoob#29473) * Examples: Clean up. * E2E: Update screenshot. SpriteNodeMaterial: Add sizeAttenuation (mrdoob#29394) * SpriteNodeMaterial: Add sizeAttenuation * Regenerate screenshot * revert mat4 mul with vec4(,1)? * revert * using let and toVar fixes the issue? * merge upstream/dev * revert screenshot * does reverting SpriteNode even fix? * revert fix * revert everything fix tsl galaxy? * checkout dev SpriteNodeMaterial.js... * smaller change test * convert scale to var * convert scale to var * simply adding toVar breaks tsl_galaxy? * fix multiple spritematerial with different center position * feedbacks * cleanup * feedbacks * cleanup * cleanup --------- Co-authored-by: sunag <[email protected]> WebGPURenderer: Prevent out of bounds `textureLoad` access in WGSL (mrdoob#29470) Co-authored-by: aardgoose <[email protected]> SkyMesh,WaterMesh: Fix NodeMaterial imports (mrdoob#29477) WebGPURenderer: Reuse LightNode when available (mrdoob#29480) * WebGPURenderer: Reuse LightNode when available * cleanup DecalGeometry: Transform normal with normal matrix (mrdoob#29476) * Transform normal with normal matrix * Transform normal with normal matrix Examples: add reflection mask in `retargeting_readyplayer` (mrdoob#29485) BatchedMesh: Add `getGeometryRangeAt` (mrdoob#29409) * BatchedMesh: Add getGeometryRangeAt Co-authored-by: Luigi Denora <[email protected]> * Fix eslint error Co-authored-by: Luigi Denora <[email protected]> * Doc changed * Add optional target --------- Co-authored-by: Luigi Denora <[email protected]> WebGPURenderer: Introduce hash-based cache key (mrdoob#29479) * introduce numeric cache key * cleanup * cleanup * simplification * revision * rev * rev * cleanup Nodes: Access Remaining Compute Builtins (mrdoob#29469) * init * remove duplicated function Add decal as child of mesh (mrdoob#29486) Update webgl_postprocessing_ssaa.html Update webgpu_postprocessing_ssaa.html ToonOutlinePassNode: Add FX pass for toon outlines. (mrdoob#29483) * ToonOutlineNode: Add FX pass for toon outlines. * ToonOutlinePassNode: Refactor code. * E2E: Update screenshot. * ToonOutlinePassNode: Clean up. * ToonOutlinePassNode: More clean up. * ToonOutlinePassNode: More clean up. Update Addons.js (mrdoob#29493) leftovers after removing `PackedPhongMaterial ` mrdoob#29382 ReferenceNode: Fix null reference using `getNodeType()` (mrdoob#29498) * fix null reference using `getNodeType()` * add `sprite.center` check NodeBuilder: Introduce `addFlowCodeHierarchy()` / `NodeBlock` (mrdoob#29495) * VolumeNodeMaterial: simplify a little * cleanup * NodeBuilder: Introduce `addFlowCodeHierarchy()` Examples: Improve shadow map size in `webgpu_tsl_angular_slicing` (mrdoob#29499) WebGPURenderer: respect the `renderer.shadowMap.enabled` property (mrdoob#29492) * enable/disable shadow * enable shadowmaps * enable more examples * and another one * Update Nodes.js --------- Co-authored-by: aardgoose <[email protected]> Updated builds. GLTFLoader: Remove deprecated code. (mrdoob#29502) TiltLoader: Remove loader. (mrdoob#29471) Update Chinese translation of InstancedMesh. (mrdoob#29506) r169
The renderer.shadowMap.enabled property is ignored in updating shadowing. Add this to the lighting cache key and check when setting up lighting nodes.