Cody Bennett

Results 362 comments of Cody Bennett
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I would be referring to the default `decay` since we'd otherwise not touch `decay` in demos. That would be my main reservation against enabling this by default, but users can...

Just did this with `react-ogl` in https://github.com/pmndrs/react-ogl/pull/75, giving it a try here in https://github.com/pmndrs/react-three-fiber/pull/2558.

I'm looking to pick this PR into v9 (#2331), although the only withstanding issue would be with the question of how to source `OffscreenCanvas`. I'm very wary of relying on...

Pinching is [built-in to three's XRController](https://github.com/mrdoob/three.js/blob/90165b4e55a56e1f6c16f11a76a13a5f8952249a/src/renderers/webxr/WebXRController.js#L25) (you'd access it under `hand.inputState.pinching` via `gl.xr.getHand(index)` or `XRController.hand`). This should hopefully suit your case, but it's very limited elsewhere. An implementation like https://github.com/AdaRoseCannon/handy-work...

Interesting, I wasn't aware of these providers. I don't see any difference in interop, just API consistency. Previously this canvas would modify R3F a bit but that's gone away with...

Detailed in [`v5.0.0`](https://github.com/pmndrs/react-xr/releases/tag/v5.0.0).

I'm curious as to what this would look like. We have the [``](https://github.com/pmndrs/react-xr#raygrab) component, but it's not very flexible.

To sync three events with this style, we'd have to toggle their events by not raycasting hidden elements. Not sure what else other than only traversing visible elements internally.

The two main workflows that come to mind are using `` tags to write and reference shaders, or in JSX, point to a string (or compiled GLSL if they want...

Is there a cut-off point for three releases we should test against? I'm worried about slowed tests.