Michael Herzog
Michael Herzog
Related issue: #15187 **Description** The getters in `WebGLBackground` are not intended for code-injection anymore. They are in place since the renderer evaluates `envMap` and `map` at certain places and this...
Using `Scene.background` and `WebGLRenderer.setClearColor()` produces the same output in the following demos: `Scene.background`: https://jsfiddle.net/xkf3o8uw/5/ `setClearColor()`: https://jsfiddle.net/xkf3o8uw/4/ However, when setting `autoClear` to `false`, the behavior is different: `Scene.background`: https://jsfiddle.net/0o38d67m/ `setClearColor()`: https://jsfiddle.net/xkf3o8uw/2/...
Related issue: #23566 **Description** This PR deprecates `WebGLRenderer.setDrawingBufferSize()` and removes the same method in context of `WebGPURenderer`.
Related issue: #23614 **Description** Renames `outputEncoding` to `outputColorSpace` as suggested in #23614 (section 1.3).
Related issue: - **Description** We have tried to integrate background blurriness in the past (e.g. #20463), however the approach at that time wasn't right. This one uses `textureCubeLodEXT()`/`textureLod()` to retrieved...
Related issue: Fixed #21595 **Description** The current implementation of integer attributes only supports `Int32BufferAttribute` and `Uint32BufferAttribute` which maps to `gl.INT` and `gl.UNSIGNED_INT`. However, `gl.BYTE`, `gl.UNSIGNED_BYTE`, `gl.SHORT` and `gl.UNSIGNED_SHORT` are also...
Related issue: Fixed #14801. **Description** Ensures the world matrices of lights and targets are up-to-date when evaluated in light helpers.
Related #17679 This is a new alternative to `THREE.Clock` with a different API design and behavior. It should make it easier to implement `three.js` apps FPS independent which becomes more...
Fixed #16328. **Description** This PR adds a frequent requested feature to `WebGLRenderer`: The ability to rotate environment maps. Instead of adding a new property to `Texture` level, I've realized a...
Fixes #27290. Closes #27345. **Description** The `distance` property is currently coupled to the `far` value of shadow cameras in context of spot and point lights. That's because the engine provides...