WestLangley
WestLangley
@Mugen87 I am unable to successfully create a screenshot for some reason. Can you please give it a try?
Thanks, @Mugen87, but e2e is failing... Trying to figure out what is going on. :/
@Mugen87 You screenshot may be compressed. It is not passing e2e. And my screenshots are black. >I wasn't able to push to your branch Not sure why that is, either....
I, too, would like to see a working code snippet showing how to assign a custom `ToneMappingNode` to the renderer -- one that duplicates Reinhard, for example.
I definitely support this. I also support removal of the need for this pattern: ```javascript light.shadow = new THREE.LightShadow( ... ); ``` Forcing the shadow frustum to auto-size to the...
Actually, I think some others need to chime in regarding both the feature and the implementation details. You are not "auto-updating" the shadow camera frustum, you are "auto-sizing" it. At...
>You should not use those together. @Mugen87 Perhaps an API change is warranted... ```js THREE.StandardDepthBuffer THREE.ReversedZDepthBuffer THREE.LogarithmicDepthBuffer ``` ```js const renderer = new THREE.WebGPURenderer( { depthBuffer: THREE.LogarithmicDepthBuffer } ); ```
Given the recent comments, I am OK with leaving the API as-is.
Sprites have a map, are sized in world units, can be size-attenuated, and can be rotated. Points are sized in pixels, and are just a "fat" point-list primitive. _It doesn't...
Thank you for your reply. I would be happy if: 1. (Instanced) sprites could be sized in world units, and points sized in pixels. 2. Size attenuation set to true...