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Addons: Remove PackedPhongMaterial
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#29382
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This was referenced Sep 23, 2024
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leftovers after removing `PackedPhongMaterial ` mrdoob#29382
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leftovers after removing `PackedPhongMaterial ` #29382
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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
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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.