Noeri Huisman
Noeri Huisman
I gave it a shot in https://github.com/mrdoob/three.js/pull/29120. Instead of restoring the `near`/`far` values, I opted for not overwriting the user camera's `near`/`far`. Reason being that these values already act as...
The `screenshot` component allows you to render an equirectangular image of your scene. While not the most performant, you could use it to make them in succession and then later...
Definitely a feature worth having in the core. Note that the OpenXR extension is a vendor extension by META, so there's no reason to assume other vendors will implement it....
My main concern with a `splat` component in the core is that things evolve quickly, so we'd might end up with a component that is quickly outdated. At the very...
> My goal is to first have a minimal and performant implementation that we can later use as a base for more complex stuff. I would love to later have...
> Wheel far from invented. Stuff evolving quick. On the training, compression, rendering and sorting side there's plenty to experiment with. But this is about making it a core component...
> Any example of mkkellog working at least 72fps on Quest? I'm not aware of any example, but it would be good to have one (or more) files that are...
As @vincentfretin pointed out, there are already scenes that have `physicallyCorrectLights` enabled and should not have their intensities scaled. If we get rid of the property on `renderer`, then there...
The `color` property type has always been string based. Passing in a `THREE.Color` tends to work as components often pass it to [`Color.set`](https://threejs.org/docs/index.html?q=Color#api/en/math/Color.set) which supports both. But on the A-Frame...
> Also in which color space would you create the THREE.Color? It would apply the same logic as THREE does out of the box. So string based colours (CSS names,...