Alaric.Baraou

Results 29 comments of Alaric.Baraou

> When an object terminates raycast traversal the siblings should still be checked. I think there is two use cases then. The one I made so far indeed stops checking...

I limited the PR to the current suggestion of @gkjohnson I can make ajustements depending on feedbacks etc.

I agree on both point. Then for a design that lets the remaining code run after calling `raycaster.stopTraversal()` with minimal impact on the perf could be something like. ``` //...

> Can we implement stopTraversal() without relying on a custom exception? TBH, this feels a bit like a misusage. yes I didn't commit it but that's what I made in...

Sure I'll do the adjustments probably today or tomorrow at the latest.

@gkjohnson @mrdoob I removed my initial code and added a flag to stop traversing children only when `object.raycast` returns true. That way the default `undefined` is handled. I was thinking...

I've tried to come up with something, let me know what you think. If I understand correctly, ideally, you want an error report right after `gl.compileShader( shader );` As far...

There is an issue in the example @gkjohnson `matrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );` it should be `matrix.multiplyMatrices( frustumCamera.projectionMatrix, frustumCamera.matrixWorldInverse );` But then to trigger the bug with the frustum with this...

Hello @Mugen87 @donmccurdy I'm pretty sure the issue come from the "picker" that is automatically added to each object that use a helper. You can see it in red in...