WestLangley
WestLangley
In physical lighting mode, the decay should be _hardwired_ to 2, otherwise it is not physically-correct. How to handle artist-friendly mode (the current default), is up for debate.
>I personally think THREE.Timer (or a similar class) should replace THREE.Clock at some point How about adding it to core now, with documentation? Then, deprecate `THREE.Clock` eventually. If you don't...
For visualization only, something along these lines... but better: ```glsl vec2 vel = ( ndcPositionCurrent - ndcPositionPrevious ) * 0.5; vel *= 100.0; // values are too small to see...
I prefer https://github.com/mrdoob/three.js/pull/21190#issuecomment-774738902 instead of `FOVmode`. Actually, `horizontalFov` could be implemented as a getter/setter. (That is how we handle `SpotLight.power`.) I like that approach.
I am not blocking it. I don't like blockers. I am just expressing my preference. Why can't `camera.fov` mean just one thing? I think the answer is, it can. I...
@mrdoob It is late here. Perhaps I am misunderstanding what you mean by `fovMode`...
>...and we wait for making matrices private for now. Many users set the object matrix directly in their app. It is a feature that has been supported since the inception...
Because I don't like the idea of moving the Blinn-Phong BRDF out of a Blinn-Phong-specific file in core to accommodate an example program that is modifying shader chunks via `onBeforeCompile()`.
If a user wants to use `onBeforeCompile()` to hack the shader code, the user must copy the shader chunk and edit it. I do not support moving part of the...
The smallest equirectangular image supported by `PMREMGenerator.fromEquirectangular()` is 64 x 32 px. The smallest cube map supported by `PMREMGenerator.fromCubemap()` is 16 x 16 px. three.js r161