WestLangley
WestLangley
>the world light direction should be accessed everywhere using light.getWorldDirection( direction ).negate(); Unfortunately, that is a pretty inefficient method. I would avoid using it. Maybe try something like this: ```javascript...
Yes, that is much better. Normalize it, though, because the matrix may be scaled.
>The DirectionalLight points from its [page:.position position] to target.position. If target is undefined, it points to to the origin *(0, 0, 0)* of its parent frame. >light.lookAt( lookAtPosition ); >*Note*:...
1. I see you removed all references to the _parent's frame_, so my previous question is obsolete. 2. I guess you should remove `normalize()` from the following pattern in the...
2. Why normalize the position of the light? The position is used to set the location of the shadow camera. 3. The default direction is positive-z. Sorry, I do not...
2. OK. I expect the lights that normalize the position do not cast shadows. It's legacy code, anyway. You can leave it if you want, but it should be removed...
Users will need to remember to set ```javascript light.target = null; ``` to be able to set the light's orientation via `light.rotation` or `light.quaternion` or to use `light.lookAt()`. Failure to...
>the default rotation for lights was not the identity The current default rotation for lights is ( 0, 0, 0 ). I think you should keep it that way. For...
>>The current default rotation for lights is ( 0, 0, 0 ). I think you should keep it that way. For lookAt() to work correctly, lights should point up the...
Large PRs are difficult to get merged, but I think this PR is worthy of consideration, as it allows users to set a light's orientation via its rotation, while still...