WestLangley

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>What happens if WebGPU camera matrices are used in WebGL? Near-plane clipping will occur at the wrong distance.

>directLight.color * spotLight.color * spotColor.rgb is maybe the kind of modulation you have in mind Do you mean ```js directLight.color = spotLight.color * spotColor.rgb ```

>Does it just mean Scene.background used with a color should be decoupled of autoClear settings? Yes -- for a host of reasons... This will be a breaking change -- but...

>Do you mind mentioning them^^? Sure. ```js renderer.setClearColor( 0xff0000, 0.5 ); // the behavior is as-expected ``` - supports alpha - ignores viewport - ignores outputEncoding - ignores tonemapping -...

Be aware that In addition to clear color, fog-color is also currently in output color space. And it is not tonemapped. See https://github.com/mrdoob/three.js/pull/11076#issuecomment-293567895.

In addition to `rotateLeft()`, `rotateUp()`, there is `panLeft()`, `panUp()`, `pan()`, `dollyIn()`, `dollyOut()`. @mrdoob has placed the controls in the examples directory, instead of core, so users can modify the code...

Let's merge before too many conflicts ensue. New build required.

>TBH, I want that @mrdoob merges this PR... @mrdoob What do you think? 😇

>What if we just removed these aliases? @Mugen87 What do you prefer?

Setting `material.needsUpdate = true;` is not necessary when changing `material.side`. However, toggling between `BasicDepthPacking` and `RGBADepthPacking` does not update the material. EDiT: It appears the renderer treats `parameters.depthPacking` as a...