From ac90cfe334f5332b0ef89da9ce2cac18ae2e008a Mon Sep 17 00:00:00 2001 From: Popov72 Date: Wed, 17 Nov 2021 18:16:01 +0100 Subject: [PATCH] Add warning regarding usage of computeBonesUsingShaders and morph targets --- content/How_To/mesh/How_to_use_Bones_and_Skeletons.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/content/How_To/mesh/How_to_use_Bones_and_Skeletons.md b/content/How_To/mesh/How_to_use_Bones_and_Skeletons.md index 5be741961..7a45196f2 100644 --- a/content/How_To/mesh/How_to_use_Bones_and_Skeletons.md +++ b/content/How_To/mesh/How_to_use_Bones_and_Skeletons.md @@ -397,6 +397,8 @@ poleTarget.setEnabled(false); Bones are computed using shaders by default. This allows better performance. But on low end devices, shaders could be limited and not able to process bones. You can in this case ask Babylon.js to compute bones using CPU by setting `mesh.computeBonesUsingShaders = false`. +**Warning**: `mesh.computeBonesUsingShaders = false` is incompatible with morph targets! If you have to use morph targets, you must set `mesh.computeBonesUsingShaders` to `true`! + ## Debugging Starting with Babylon.js v4.0, you can use the Inspector to turn [skeleton viewer](/toolsAndResources/tools/inspector#bones-viewer) on and off.