Remus M
Remus M
> This demo requires changing the pivot in real-time, and unfortunately, doing so is not intuitive at all. (One filp is easy; change the pivot and the object jumps to...
> The new matrix will have to be recursively updated and updateMatrixWorld will likely become slower. That's right. Changing the pivot for a complex model at runtime is a bad...
Here is the latest THREE r.123 beta and the updated SEA3D in action: https://necromanthus.com/Test/html5/testA_disco.html
> how are you? We're all healthy here (UK and Romania), but the next months won't be easy for anyone. My best wishes to you and your family. cheers
Yes, it's a great piece of work and it should be updated. @sunag We need to convert it to ES6 first of all.
@sunag I am trying to update SEA3D in order to work with the latest THREE beta. We need your help here: https://github.com/mrdoob/three.js/issues/21419
>We can documented a minimum texture size of 64x64 in the documentation page: https://threejs.org/docs/index.html#api/en/extras/PMREMGenerator > I agree if the code complexity isn't worth it, let's consider this as a known...
> @gkjohnson > The goal is to make raycasting "just work" without having to fuss with anything. > @IRobot1 > Unreal engine trace channels have three options, ignore, overlap and...
> So, for the time being, I think it'll be better to revert and, instead, > try to convince W3C people to provide load progress events for Image. +1 >...
> @WestLangley > The original intent was for the Raycaster to return the 'distance' from the camera to the intersection point. Positioning the ray origin at near plane does not...