Michael Herzog
Michael Herzog
Regarding https://github.com/mrdoob/three.js/issues/27702#issuecomment-1933962301. When I understand the issue correctly, you can already achieve the same result with layers but it won't stop the raycaster from traversing the children. And that is...
@gkjohnson TBH, I'm still not 100% confident about which solution is best at the moment so I want to defer to @mrdoob here. A new property in `Object3D` is definitely...
`WebGLRenderer.getCompilationStatus()` would need at least one more parameter so you are able to fetch the correct program. The renderer needs information from the current render state which you can't determine...
@mrdoob should decide if `Material.onErrorCompile()` or an `compilation-error` based on `EventDispatcher` is better. I vote for the first one since we already have `Material.onBeforeCompile()`. I agree the `checkShaderErrors` usage in...
That makes sense!
> I assume you intend it to be the three.js right-hand coordinate frame. Yes. I was a bit unsure about the point of reference when judging the direction of rotations...
The problem with this approach is that `Scene.environment` only applies to `MeshStandardMaterial`. Hence, basic, lambert and phong materials which do support environment maps can't align their reflections to the rotated...
I also think it's in general more flexible to have the ability to rotate environment maps directly in the material (if we don't provide a per texture setting).
Yes, I think we can nicely put this check in `getProgram()` and save the result in the material properties.
Okay, `Scene.environmentRotation` has been added. It only affects physical materials and only if `Scene.environment` is used.