-
-
Notifications
You must be signed in to change notification settings - Fork 36.1k
WebGLPrograms: Allow flat shading when material.wireframe == undefined #31916
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
Conversation
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
|
|
@WestLangley Any reasons why you didn't add |
|
Actually, I am much more concerned that flat shading no longer works with Git bisect indicates flat shading was broken on //
I think |
|
Materials like
Given this argumentation, we would have to remove |
|
I have never liked the use of "lit" materials on wireframes. I think it is better to render lines with unlit. I would prefer to keep I'd focus on fixing the broken flat-shading, instead. EDIT: I decided to add support for wireframe. See #31917. |
|
TBH, I think it's better to add @mrdoob What is your preference here? |
|
Closing in favor of #31917. |
Adding |
PR #31242 introduced an issue where flat shading would not work for a
MeshMatcapMaterialwithout explicitly settingmaterial.wireframe = false, because by defaultmaterial.wireframeisundefinedforMeshMatcapMaterial. This PR makes it so flat shading can be enabled when wireframe is undefined.