Mathieu Brédif

Results 32 comments of Mathieu Brédif

Ok, I have rebased with a first series of commits with the opt-out target (no breaking change) followed by 3 commits for the breaking change (opt-in target) to ease the...

> Failure to do so will result in bizarre behavior. Modified rotation or quaternion will simply be ignored when a target is defined. If it is not clear in the...

> Failure to do so will result in bizarre behavior. The only other option I see here would be to add a callback to rotation and quaternion that sets the...

> 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...

Thanks for the suggestion @looeee . I tried to implement it in the last commit. Is that what you had in mind ?

2 more commits : - I found 2 more uses of the `light.shadow = new THREE.LightShadow( ... );` pattern in the examples. - I moved the `cameraAutoUpdate` check to the...

I am not sure about 2da8234 though, at it breaks http://localhost:8000/examples/webgl_lights_spotlight.html due to https://github.com/mrdoob/three.js/blob/2cbd28958be86cb5f34ee5532a3ee18a23467b94/examples/webgl_lights_spotlight.html#L142 which is now ungarded (it is required to have the spotlight and camera helpers in sync)

@WestLangley what do you think of this new commit 64b191c ? I moved `SpotLightShadow.cameraAutoUpdate` to `Light.shadowAutoUpdate`, updated the docs, and added the (conditional) light shadow update to the SpotLight helper....

The naming `shadowAutoUpdate` refers to what it does for all lights (it guards a call to `shadow.update`, similarly to how `matrixAutoUpdate` works for `Object3D.matrix`) rather than the previous naming `cameraAutoUpdate`...

Up ! There is no new functionality here. The goal is to provide a better API for the hack of overwriting the SpotLightShadow with a LightShadow to prevent the lightshadow...