Recently, I revamped the MD2 code within the library to utilize THREE.BufferGeometry
instead of THREE.Geometry
, resulting in a significant reduction in memory usage. The process involved converting the model to THREE.BufferGeometry
post-loading and making adjustments to the MorphBlendMesh
code to incorporate attributes for the morphTargetInfluences
.
While this modification has been successful overall, there is one lingering issue: the shadows fail to update during animation, remaining fixed at the shadow displayed in the initial frame of the animation.
Unfortunately, documentation regarding the use of morphTargetInfluences
attributes is scarce, leaving me with limited resources to address the problem effectively.
Regrettably, the extensive spread of the code throughout various parts of the base makes it challenging to share it here.
Thus, I am hopeful that someone may possess valuable insights into how shadows can be updated during morph animations and offer guidance on where to begin investigating this particular issue.