Instancing with a THREE.SkinnedMesh - three.js

I'm trying to render many skinned meshes in a scene and animate each one independently of one another.
I know you can make different meshes reference the same geometry data/attributes in the shader. I'm wondering if it's possible to do instancing with a Skinned Mesh. Meshes can share vertex data, but can they also share bone data? I'm guessing that if the animation takes place in the vertex shader it would be possible, but if it takes place on the CPU then it wouldn't be.

Related

Multiple textures in shader material

I have created 3d terrain model with three js. Now I'm facing with texturing problem. Is there any possibility to add 2 or even more textures to one geometry using shader material? What I mean is example how to attach multiple textures to geometry next to each other.

Three.js plane inherit topography from set of meshes

What's working:
I have a solution for loading in topography using terrain tiles. Each tile occupies a plane as mesh. The image on the plane can then be any map tile source. Each plane mesh is a child of an object3d and offset accordingly to create the overall terrain.
The Question:
I am not sure the best way to go about having an irregular shape inherit 3d surfaces. This shape could be drawn or imported as KML. Is there a way to use a vertex shader to inherit the topography? I would like the topography as a mesh so that I can interrogate the topography of the shape. In this way it is different from using a shader to paint the surface as a mesh result is needed.
I do not yet have code for this to share as I do not know where to start. Vertex shader? Constructive solid Geometry?

THREE.js adding bullets as sprites and rotating each individually

I have been working on programming a game where everything is rendered in 3d. Though the bullets are 2d sprites. this poses a problem. I have to rotate the bullet sprite by rotating the material. This turns every bullet possessing that material rather than the individual sprite I want to turn. It is also kind of inefficient to create a new sprite clone for every bullet. is there a better way to do this? Thanks in advance.
Rotate the sprite itself instead of the texture.
edit:
as OP mentioned.. the spritematerial controls the sprites rotation.y, so setting it manually does nothing...
So instead of using the Sprite type, you could use a regular planegeometry mesh with a meshbasic material or similar, and update the matrices yourself to both keep the sprite facing the camera, and rotated toward its trajectory..
Then at least you can share the material amongst all instances.
Then the performance bottleneck becomes the number of drawcalls.. (1 per sprite)..
You can improve on that by using a single BufferGeometry, and computing the 4 screen space vertices for each sprite, each frame. This moves the bottleneck away from drawCalls, and will be limited by the speed at which you can transform vertices in javascript, which is slow but not the end of the world. This is also how many THREE.js particle systems are implemented.
The next step beyond that is to use a custom vertex shader to do the heavy vertex computation.. you still update the buffergeometry each frame, but instead of transforming verts, you're just writing the position of the sprite into each of the 4 verts, and letting the vertex shader take care of figuring out which of the 4 verts it's transforming (possibly based on the UV coordinate, or stored in one of the vertex color channels..., .r for instace) and which sprite to render from your sprite atlas (a single texture/canvas with all your sprites layed out on a grid) encoded in the .g of the vertex color..
The next step beyond that, is to not update the BufferGeometry every frame, but store both position and velocity of the sprite in the vertex data.. and only pass a time offset uniform into the vertex shader.. then the vertex shader can handle integrating the sprite position over a longer time period. This only works for sprites that have deterministic behavior, or behavior that can be derived from a texture data source like a noise texture or warping texture. Things like smoke, explosions, etc.
You can extend these techniques to draw gigantic scrolling tilemaps. I've used these techniques to make multilayer scrolling/zoomable hexmaps that were 2048 hexes square, (which is a pretty huge map)(~4m triangles). with multiple layers of sprites on top of that, at 60hz.
Here the original stemkoski particle system for reference:
http://stemkoski.github.io/Three.js/Particle-Engine.html
and:
https://stemkoski.github.io/Three.js/ParticleSystem-Dynamic.html

How to store and access per fragment attributes in WebGL

I am doing a particle system in WebGL using Three.js, and I want to do all the computation of the particles in the shaders. To achieve that, the positions (for example) of the particles are stored in a texture which is sampled by the vertex shader of each particle (POINT primitive).
The position texture is in fact two render targets which are swapped each frame after being updated off screen. Each pixel of this texture represent a particle.
To update a position, I read one of he render targets (texture2D), do some computation, and write on the other render target (fragment output).
To perform the "do some computation" step, I need some per particle attributes, like its velocity (and a lot of others). Since this step is done in the fragment shader, I can't use the vertex attributes buffers, so I have to store these properties in separate textures and sample each of them in the fragment shader.
It works, but sampling textures is slow as far as I know, and I wonder if there is some better ways to do this, like having one vertex per particle, each rendering a single fragment of the position texture.
I know that OpenGL 4 as some alternative ways to deal with this, like UBO or SSBO, but I'm not sure about WebGL.

Three.js Merge objects and textures

My question is related to this article:
http://blog.wolfire.com/2009/06/how-to-project-decals/
If my understanding is correct, a mesh made from the intersection of the original mesh and a cube is added to the scene to make a decal appear.
I need to save the final texture. So I was wondering if there is a way to 'merge' the texture of the original mesh and the added decal mesh?
You'd need to do some tricky stuff to convert from the model geometry space into UV coordinate space so you could draw the new pixels into the texture map. If you want to be able to use more than one material that way, you'd also probably need to implement some kind of "material map" similar to how some deferred rendering systems work. Otherwise you're limited to at most, one material per face, which wouldn't work for detailed decals with alpha.
I guess you could copy the UV coordinates from the original mesh into the decal mesh, and the use that information to reproject the decal texture into the original texture

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