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ShadowMaskModel: Fix usage with non shadow casting light. #31081

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Merged
merged 3 commits into from
May 10, 2025

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Mugen87
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@Mugen87 Mugen87 commented May 10, 2025

Fixed #31079.

Description

The PR makes sure ShadowMaskModel is compatible with lights which cast no shadows.

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github-actions bot commented May 10, 2025

📦 Bundle size

Full ESM build, minified and gzipped.

Before After Diff
WebGL 336.29
78.32
336.29
78.32
+0 B
+0 B
WebGPU 548.41
152.04
548.43
152.04
+21 B
+4 B
WebGPU Nodes 547.76
151.88
547.78
151.89
+21 B
+4 B

🌳 Bundle size after tree-shaking

Minimal build including a renderer, camera, empty scene, and dependencies.

Before After Diff
WebGL 466.23
112.58
466.23
112.58
+0 B
+0 B
WebGPU 623.19
168.74
623.21
168.74
+21 B
+3 B
WebGPU Nodes 578.06
158.03
578.06
158.03
+0 B
+0 B

@Mugen87
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Mugen87 commented May 10, 2025

I have migrated one of the physics demos to WebGPURenderer so we have at least one example that uses ShadowMaterial with WebGPU.

@Mugen87 Mugen87 added this to the r177 milestone May 10, 2025
@Mugen87 Mugen87 merged commit b9ba3b4 into mrdoob:dev May 10, 2025
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RuthySheffi pushed a commit to RuthySheffi/three.js that referenced this pull request Jun 5, 2025
* ShadowMaskModel: Fix usage with non shadow casting light.

* Examples: Move Jolt demo to WebGPU.

* E2E: Update screenshot.
RuthySheffi pushed a commit to RuthySheffi/three.js that referenced this pull request Jun 5, 2025
* ShadowMaskModel: Fix usage with non shadow casting light.

* Examples: Move Jolt demo to WebGPU.

* E2E: Update screenshot.
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TypeError: Cannot read properties of null (reading 'getNodeType')
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