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WebGLRenderer: Stop rendering Geometry #15514

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Mugen87
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@Mugen87 Mugen87 commented Jan 3, 2019

With this PR, WebGLRenderer only supports BufferGeometry. If users still use Geometry in their scene, they have to manually convert their geometries to BufferGeometry before rendering like so:

const geometry = new THREE.BufferGeometry().fromGeometry( legacyGeometry );

I've tested all WebGL examples, the docs and the editor with this change.

Related #15387

@aardgoose
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Can/will all the ray casting support for Geometry() in Mesh() and Line() be removed as well?
Also computeLineDistances() in Line() and LineSegments()?

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Mugen87 commented Jan 3, 2019

I think so. But please discuss such topics here: #15387. This PR is focused on WebGLRenderer.

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Mugen87 commented Feb 7, 2019

Should we give it a go in this dev (r102) cycle?

@mrdoob mrdoob modified the milestones: r102, r103 Feb 28, 2019
@mrdoob mrdoob modified the milestones: r103, r104 Mar 27, 2019
@mrdoob mrdoob modified the milestones: r104, r105 Apr 24, 2019
@mrdoob mrdoob modified the milestones: r105, r106 May 30, 2019
@mrdoob mrdoob modified the milestones: r106, r107 Jun 26, 2019
@mrdoob mrdoob modified the milestones: r107, r108 Jul 31, 2019
@Mugen87
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Mugen87 commented Aug 5, 2019

Um, #16928 and similar reports on the forum/ stackoverflow showed that still a lot of people create Points with Geometry.

Before merging this PR, I suggest to announce the stop of Geometry support in WebGLRenderer with a console warning. It can be logged when projectObject() encounters Geometry while processing the scene. One or two release later, this or a similar PR can be merged.

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Mugen87 commented Aug 20, 2019

Closing due to merge conflicts. It might be easier to setup a new PR when everybody feels okay with stopping support of Geometry in WebGLRenderer. As mentioned before, the first change in this process should be an announcement of this change with a console warning.

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