WestLangley
WestLangley
Thanks for your sleuthing, @Mugen87. :-) >As you can see the code correctly configures the uniforms with the environment map from WebGLCubeMaps before the uniform upload happens. But that works...
@Mugen87 Ugh... You have to also test for `null` in your code snippet, but even doing that, it is rendering reflected on the first render for me, and then corrects...
OK, in a separate PR... Let me recover from this one first. :-)
This PR requires a new build.
@Mugen87 I wish there was a way to fail gracefully when PMREM is used in an unsupported way... 🤔
What @satori99 said. Although, I think `mask` should be a property of `Light` and `Mesh*Material`, instead. (Only those materials affected by lights.) Also, the property could alternatively be named `lightMask`,...
I think it should be implemented as a mask. (Whether is it implemented on the CPU or GPU is an issue for later discussion.) We can show via examples how...
Only materials respond to lights. This would have to be a property of the material, I would think.
> Same story with the simple operation like 'move object 1 from room 1 to room 2'. Well, that's a problem. `Channels` would not be object-based.
> But why? Is it a technical limitation? No. It is because objects do not respond to lights. Only materials do. > Because there can be different objects, which reuse...