WebGLRenderer: Force flat shading for geometries without normals. #32831
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WebGLRenderer: Force flat shading for geometries without normals. #32831
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
📦 Bundle sizeFull ESM build, minified and gzipped.
🌳 Bundle size after tree-shakingMinimal build including a renderer, camera, empty scene, and dependencies.
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Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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I've tried to get Claude to port this change to In order to repro:
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Description
Previously, geometries without normals would render black with materials that require normals for lighting calculations. Users had to manually set
material.flatShading = trueor callgeometry.computeVertexNormals()as a workaround.The renderer now detects this case and automatically uses flat shading, which computes normals from screen-space derivatives in the fragment shader.